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Several ways to use a cone like Shadow Maul but you have to understand how it's shaped. You have cones like Slice/Flashing Steel which will pretty much hit everything within melee range infront of you, then you've got something like Shockwave which is basically just a big AoE. There's also the 'line' cones like Headsplitter/Golden Dragonfly which will only hit in a line. Then there's Shadow Maul, which I'd describe as a 'cluster cone' that kinda hits guys that stand near eachother.
I'd suggest just taking the vet power (or Dark Melee) and use Shadow Maul until you learn how to mess with it. Ways to use the cluster cone:
-Switch targets = target a foe that is behind another but close enough to hit. You'll hit both targets but it relies on the enemy being in the right position. Since enemy melee range is 5ft (I think) while our melee range is 8ft, NPCs might not stay in such position to use this technique.
-Sidestep = a simple technique when 2 or more enemies are in melee with you but are lined up side by side. If you target the middle foe then quickly position yourself to put the target behind another, you can hit two. If the foes are clustered close enough in their line, you can target one of the outer foes, step to the opposite side of that target so all the foes are in front of you, you can hit them all if you activate the attack before they move.
-Backstep = the toughest to learn but the most effective. It requires strong timing and understanding of the shape of the cone used. Basically, if the foes are in-line infront of you, take a few steps back. You have to pause before activating the power just long enough for the server to know you're in another position but not too long for the server to slap your wrist and tell you you're too far away. The latency with how the server checks your position that allows you to activate a power on the move (i.e. jousting) is what allows this technique to work. What you're doing is basically using the entire 'width' of the cone by putting that line of foes at its widest area. The hard part isn't the positioning (that part is easy, just step back), it's the timing that is tough. It's so effective because it's the quickest and hits the most enemies reliably.
-Overhead Leap = for fun. A variant on the Backstep but instead of going backward, you take a short hop over a cluster of enemies. This is better used if you have lots of enemies clustered behind you making it difficult to do the backstep. You need to time it right and probably have a good jumping power like combat jumping or hurdle. If the enemies are too tall, this isn't a good tactic. But even if you overshot the jump, you can just queue up the power and let it activate as the enemies turn to close the distance. They'll basically walk into the cone's shape. -
If we get a new EAT, I hope it transforms like Khelds.
I love the idea of what Khelds do, but I only have 1 PB and probably won't play any more until there's some body/color customization options for the transformations.
I want a transforming AT that has more variety in what you change into. -
Well I never understand how players can just dismiss Health's bonus like they do, especially considering how they whine and complain about pre-20 play and how they have to lean on rest so much.
As I see it, the power is something to cut downtime. If you've got substantial/cheap healing, then yes you can probably leave just the base slot in Health but if you don't because you're a dominator, or a non-healing controller or you're Invulnerable or Super Reflexes or whatever and you have little or no healing, Health helps a lot and I'll usually put 1 extra slot in it if I have it.
Another thing I don't understand is how people can disregard saving just 1 healing enhancement for Health but will go 3 slotting BU when the 3rd slot will most likely only shave off 2 seconds from the total recharge. It baffles me how messed up players priorities are. -
Well, it's too late for the 'Some things should be unique' argument. I'd be backing you before the prolif started but now, it's not fair that Controllers got their Plant Control but Doms gets the 'unique' argument in return.
Maybe if Electric Control was a Dom only set, but that wouldn't be nice to all the controller players. -
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Quote:No frikken way. Proliferation shouldn't have happened at all but since it did, there ain't no backing out now.The more I think about it, the more I feel that proliferation should end now that ATs can switch sides freely.
You got my Plant Control from my Dom, my Electric Melee from my villain melees. The way sharing works isn't to stop once you get what you want out of it. -
Quote:I've never actually played Illusion Control so never really got phantom army to see, but I always thought that those pets (or any pets) don't get Containment bonus damage.Containment was developed -after- the Illusion Control set came out. And it does benefit from the bonus, since your pets dish out double damage to held/sleeping/stunned/immobed targets. Further, Overpower was added in still later.
AFAICT, looking up Redtomax, no pet carries the "If target is Contained (Immobilized, Held, Slept, or Stunned)" tag to do bonus damage. But if they do, color me impressed.
The other side of the issue is setting up containment. Illusion only has hold, confuse and fear, no immobilizes or stuns. So less than a quarter of the sets controls even set up the controller for its double damage since confusion doesn't count.
I'm actually curious how much spectral wounds would do on a Dom. It does 1 scale damage, 1.5 sec animation and 6 sec recharge, all psi damage. Would it rank pretty high even with the healback? -
Quote:Lol, Dominators don't get Domination sets...those are for the support ATs like Corruptors and Defenders.They don't do Illusion domination because Illusion doesn't fit with the domination sets.
Dominators get control sets and Illusion Control is a control set therefore they should get it.
And if your argument stems from "The set doesn't benefit from Domination" well, the set doesn't benefit or facilitate Containment either.
Doms 2
Je_saist 0 -
Thanks for the help, Joe.
Couple things though:
-Is there a reason you went so overboard with ranged defense? I know /Nin doesn't have a whole lot of -def resistance but I'd rather get better mileage out of my powers at the cost of that buffer.
-Why in the world did you slot Explosive Strike in Spirit Shark when you could get nearly the same ranged defense with Thunder Strike?
-Is there something good that happens from putting a Miracle unique in Hibernate? I've only had Hibernate on a Blaster and never got a chance to do anything special with it so I dunno. Otherwise, I'd just slot a rech IO in it and put the +recovery proc in Health.
Here's your build reworked a bit
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Stalker
Primary Power Set: Dual Blades
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Leadership
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Power Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(5), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(39)
Level 1: Hide -- LkGmblr-Rchg+(A)
Level 2: Ninja Reflexes -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(3), RedFtn-EndRdx(15), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(43), RedFtn-Def(45)
Level 4: Danger Sense -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-Def(13), RedFtn-EndRdx(17), RedFtn-EndRdx/Rchg(40), RedFtn-Def/EndRdx/Rchg(43)
Level 6: Assassin's Blades -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx(7), C'ngImp-Dmg/Rchg(7), C'ngImp-Acc/Dmg/Rchg(9), C'ngImp-Acc/Dmg/EndRdx(11)
Level 8: Build Up -- RechRdx-I(A), RechRdx-I(9)
Level 10: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15)
Level 12: Placate -- RechRdx-I(A), RechRdx-I(13)
Level 14: Maneuvers -- LkGmblr-Rchg+(A)
Level 16: Kuji-In Rin -- RechRdx-I(A)
Level 18: Vengeful Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(21), T'Death-Dmg/EndRdx/Rchg(21), T'Death-Dam%(37)
Level 20: Nimble Slash -- C'ngImp-Acc/Dmg(A), Mako-Acc/Dmg(25), Dmg-I(29)
Level 22: Kuji-In Sha -- S'fstPrt-ResDam/Def+(A), Mrcl-Heal/EndRdx(23), Mrcl-EndRdx/Rchg(23), Mrcl-Heal/Rchg(25), Mrcl-Heal/EndRdx/Rchg(39), Mrcl-Heal(42)
Level 24: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(31), KntkC'bat-Dmg/Rchg(34), KntkC'bat-Knock%(34), C'ngImp-Acc/Dmg(40), Achilles-ResDeb%(42)
Level 26: Sweeping Strike -- Erad-Dmg(A), Erad-Acc/Rchg(27), Erad-Dmg/Rchg(27), Erad-Acc/Dmg/Rchg(29), Erad-Acc/Dmg/EndRdx/Rchg(31), Erad-%Dam(37)
Level 28: Stealth -- LkGmblr-Rchg+(A)
Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31)
Level 32: One Thousand Cuts -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-Acc/Dmg/Rchg(34), Oblit-%Dam(45)
Level 35: Blinding Powder -- SipInsght-Acc/EndRdx/Rchg(A), SipInsght-ToHitDeb/EndRdx/Rchg(36), SipInsght-Acc/Rchg(36), SipInsght-Acc/ToHitDeb(36), SipInsght-ToHitDeb(37), SipInsght-%ToHit(39)
Level 38: Kuji-In Retsu -- RechRdx-I(A)
Level 41: Water Spout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(43), Posi-Dmg/Rng(46), Posi-Acc/Dmg/EndRdx(50), Posi-Dam%(50)
Level 44: Spirit Shark Jaws -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(46), Lock-EndRdx/Rchg/Hold(46), Lock-Acc/EndRdx/Rchg/Hold(48), Lock-%Hold(50)
Level 47: Spirit Shark -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(48), Thundr-Dmg/Rchg(48)
Level 49: Hibernate -- RechRdx-I(A)
------------
Level 1: Brawl -- Empty(A), Empty(17)
Level 1: Sprint -- ULeap-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 4: Ninja Run
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I'm wondering if I'm just awesome or maybe there was just a lot of room to work with this build to improve. With Hide suppressed, it runs at *juuuust* over the def cap for melee, ranged and AoE by .7-1%. It also has a tad more +rech and I get to use Water Spout to put a dent in hard AVs/EBs. Maybe she'll even be able to solo them ^^ Who knows...she'll probably run out of endurance fast though.
And is there a reason you put a stealth IO in sprint? Wouldn't really do much in PvE would it?
[EDIT] added data chunk -
Quote:Not necessarily true. A Stalker can make the opening move but most of the times, they'll rely on the team to take the opportunity to get in a quick follow-up.Hopefully no one here would find this a surprise, but the Stalker is pretty much never going to make the opening attack on a team.
He may go into the spawn AHEAD of the tank, simply because he can. But he'll stand there and wait for the tank to make his move. After the tank has aggro and has bunched the group up, that's when you should see the Assassin Strike go off.
Example: Doms can tank. But tossing out an AoE control, even with Domination going, will 75% of the time result in the dom taking some kind of alpha strike. A Stalker can mitigate that, use their armor to pull themselves back together and either run when demoralize wears or keep fighting if the dom locks everything down.
MM can tank. But unless they do a 'Go To' command to initiate, it might result in the spawn spreading (some staying behind to shoot while others run in to hit the pets). A Stalker can mitigate that by striking first and being the focal point of the enemy's attention for a short time at the start.
For a Tanker, well there's no reason to take the first strike. Tankers like taking their alphas probably as much as a Brute does so my Stalkers will work with those teammates and just wait.
If you want to work with the Stalkers on your team as a Tanker, my suggestions to you are:
-Don't bother 'herding'. Unless that's what the whole team wants, it's a waste of time and resources for a Stalker as they cannot set up for AS.
-Don't be a strict 'leader'. Leader, meaning the need to dictate which group to go to next, which path to go to, etc. Stalkers can't be seen (most of the time), so they can be looking through areas a spawn ahead (maybe even two if they're fast). I wouldn't label it scouting, but it can be a help to find mission objectives quickly. -
Quote:This is probably why my enjoyment of /Nin isn't what I'm seeing in everyone elses. Honestly, the whole caltrops moving stuff out of melee messes with my cones from DB. *THAT'S* why I tend to either use combos or caltrops...and I didn't even realize it until I read that. Weird >_>Caltrops is one of the best melee damage mitigators in the game. Take it and use it. Use it early and use it often. STAND ON your caltrops patch. Slot it with damage procs from slow and targetted AoE sets if you want to see minions just suddenly die every now and then before they can flee the caltrops without you having to move a weapon or a fist to help them along.
I think I might actually skip Caltrops on my DB character or just slot it minimally and pull it out for groups of foes that are annoying in melee. I think I can lean on Blinding Powder more in that case but I really have to play around with it with more slots to know...
Quote:It might be a bit more costly than what you wanted, due to the three extra luck of the gamblers, but a few villain merits can help take care of that, yes?
Oh, and yes, there are two slots missing from this build too for stamina.
But it's gotta have 2 procs in Ablating...that's, like...a *must* for me to fully enjoy Dual BladesAlso, it kinda doesn't do much with the Mako pool, which is kinda what I wanted to explore with this build with effectiveness taking a back seat to unique and fun.
I actually wanted Spirit Shark Jaws to be her 'specialty' cause I like the animation and I already got 2 parts of the Lockdown set plus the +mag proc. -
Quote:I must have gleamed over that point.Hello Sam, thanks for joining in the discussion
The power is giving resistance (5-9%) depending on AT, 9% S/L if you were a tank. The defense in the power is Melee only and its value is equal to Combat Jumping. So IF, you took CJ, and Elusive, you would have 3.75% defense Melee, 1.88% defense(everything else) and 6%(approx) resistance S/L if you were a scrapper. This requires 2 picks and of course gets better with slotting. 6% Defense Melee (3 def in both powers) and 10% resist S/L if you 3 slot resist in the auto (which is now 6-slotted). Sorry if you thought the 5-9% was defense.
Kind of unfair to typed defense sets that this power adds melee defense and no typed defense. Pools should be equally beneficial to these types of things. -
Magic Origin'd Ninja Blade Stalker.
He'd never see the blade impaling him through the head coming.
[EDIT]With the Vanguard Katana costume piece, of course... -
Quote:Np, just making discussion.Thanks for your feedback Leo,
Your idea on a pseudo flight/jump sounds very cool. Although I am certain they would not make it an auto power, being able to jump into flight would be interesting. Not sure how that would affect coding or how much of a pain it would be. I suppose they could make the power a temporary toggle which would allow you to turn it on and off as desired within the buff's duration.
But I'd say the likelyhood of it being an auto power is the willingness the devs have to alter basic control mechanisms. So yeah, not likely.
The way I imagine momentary flight is similar to super jump in that, you hold the jump button and you keep 'jumping' and you release the jump button (or reach max height) and then go down. The difference being, you keep holding the jump button and moving in a direction, you keep flying. If you release the jump button (or run out of airtime), or you stop moving 'forward', you start 'gliding' down. Did I explain that well?
I guess it could work as a toggle too but I hate having to run more toggles >_>
Quote:I agree with you on elusiveness, it does seem more of a min/max power, but my original thought was to make a Hurdle clone with a small +res or +def in it. Not sure how much more powerfull a Tier 2 should be over a Tier 1, and we already have hurdle, CJ, Sprint, Ninja run etc.... etc... It didnt seem likely that a person who is probably taking superjump, really needed another auto jump height power. In response to your idea of getting a small buff when you jump, I would be opposed to any buff that required me to hop around constantly. Yikes, can you imagine that? If you think "aura rockin" is bad
It's more like adding an option to 'try' to escape instead of what squishies have now: use breakfrees or wait.
You don't chug all your breakfrees one after another just cause you have them, right? That'd be about as useful as constantly jumping around for the buff.
Quote:With teleportation, Again I dont think the devs will ever give an auto power that grants flight, or stealth or anything which would perma-lock you into a certain state. By having a hover clone and reducing the cost per port, someone who wants to use this as a travel power doesnt have to take hover from the flight pool to make the power more easy to use and doesnt have to invest as heavily in slotting the travel power.
Nothing to say about the stealth comment. I was mainly bringing up the utility this power offers to different ATs/powersets.
But you were only talking about the defense not suppressing? Not the stealth? Well, I guess it still be pretty useless on a Stalker but not completely. For the DA/EA users, it'd still have no use.
Quote:As far as Boost Vitality is concerned, you realize that I expect it to be enhanceable. So the 10-15% boost would be 20-30% fully enhanced. Thats like handing out blue candy.
I do agree that 10-15% "out-of-the-box" seems kinda low, but that blaster that just nuked could at least turn their toggles back on and fire off some single shots. Giving anymore than 20% base on a power like this seriously infringes on powersets that offer +rec/end as one of their premier buffs. -
Quote:This.The only thing /Regen needs is to get Revive looked at; the power should have an untouchable component added to it. It's worthless as a battle revive without relying on MoG being taken and recharged.
Edit: -Recharge resist would be nice, though.
I think it's a shame that WP gets nearly all the utility of Regen + an awesome rez (the thing has +dmg, +ToHit, +recover *AND* a big recharge bonus! For 90 seconds!...granted it does have a dmg and ToHit debuff after that 90 sec).
If not a 10sec untouchable on the Revive, how about a 90sec +res to all dmg (except psi). Then at least it'd have some incentive for me to die... -
Quote:Air Mastery is...useless. Granted, it gives some stackable defense for your flight characters, it's not much and is really only useful when using hover as you can pretty much cap flight speed with an extra slot in flight.FLIGHT
(T1) HOVER: (Toggle), +Fly, +Def ---> no change
(T1) AIR SUPERIORITY: (Click::Melee), Minor Dmg, Knockdown ---> no change
(T2) FLY: (Toggle), +Fly ---> no change
(T2) GRANT FLIGHT: (Click::Ally), 4+min Flying buff ---> new power
(T3) AIR MASTERY: (Toggle) Fly speed boost, +def (Ranged, Fire, Cold, Toxic)
---> new power can be run simultaneously with Hover or Fly which will boost fly speed of either power. Hover/Fly still remain mutually exclusive. +Def on par with Hover
My suggestion-
(T3) Momentary Flight: (auto) Special Flight, increase jump speed, +3pt of KB protection.
Changes leaps into 'flight' for a short time and also greatly improves jump speed. This would be a power for characters that can't really fly but have momentary aerial abilities. It'd be handy for those situations when you're in a set of caltrops or quicksand and you can't jump out, this'll let you fly-jump out...if we can code such a power.
I'd also think about stretching this to the Team-Flight power, granting 'momentary flight' instead of pure flight with a longer airtime. So if you don't want to fly, just don't jump and if you need to jump but you don't want to fly, just fly down after or let the air-time expire and fall.
Quote:LEAPING
(T1) COMBAT JUMPING: (Toggle), +Jump, +Def, +res(immob) ---> no change
(T1) JUMP KICK: (Click::Melee), Minor Dmg, Knockup ---> new animation, increase KU chance
(T2) SUPERJUMP: (Toggle), +Jump ---> no change
(T2) ELUSIVE: (Auto), +Def(Melee), +Res(S/L) ---> new power, +def par with CJ, +res(5-9%)
(T3) ACROBATICS: (Toggle), Protect(Mag4(Hold, KB)) ---> changed protection strengths
Elusive sounds like...a min/max power. It has no flavor and seems to be there just to add a bit more defense/resistance to a build...like an IO bonus rather than a power.
My suggestion-
(T2) Elusive: (auto) minor +defense, minor stealth, mez protection special.
Has a chance to grant mez protection when attempting a leap (like, maybe 25% chance of 2pt of protection to all for 30sec). Not really useful for melee characters but could be a tiny bit useful for those squishies. Would be cool if you could keep pressing the jump button while mezzed too to try and break free from it.
Quote:TELEPORTATION
(T1) DIMENSION WALK: (Toggle), +Def, +Fly ---> new power, Hover Clone, mutually exclusive to Hover/Fly. Improves usability of Teleport
(T1) RECALL FRIEND: (Click::Ally), Ally summon ---> no change
(T2) TELEPORT: (Click), +Teleport(self) ---> remove immob, reduce endurance cost
(T2) TELEPORT FOE: (Click::Foe), remove foe fear at end of port so that they stay and fight, add delay before spawn "alert" to simulate confusion
(T3) TEAM TELEPORT: (Click::Team), Change targeting method to allow caster to target any area on current map not hidden by "fog of war". TP all allies on map to point clicked on map. Cost increased to 10 end per ally.
Quote:SPEED
(T1) FLURRY: (Click::Melee Cone), Minor Dmg, Chance to Stun ---> increase chance to stun
(T1) QUICK REACTIONS: (Auto), +25% rech, +movement ---> Hasten seperated into two powers
(T2) SUPERSPEED: (Toggle), +Run, +stealth ---> no change
(T2) HASTEN: (Click), +45% recharge, +res (slow, immob) ---> similar to current hasten, but reduced recharge due to splitting power.
(T3) WHIRLWIND: (Toggle), +KB, +resist(special) ---> remove per target end cost, caster takes half damage from any melee attack, toggle is considered offensive in regards to toggle drop
*** recommend same change to similar toggles like Repel, Repulsion Field, etc...
Quote:CONCEALMENT
(T1) STEALTH: (Toggle), +Def(All), +Stealth ---> lower toggle cost, remove suppression, Defense on par with Hover/Combat Jumping
(T1) GRANT INVISIBILITY: (Click::Ally), +Def, +Stealth, long duration buff ---> no change
(T2) INVISIBILITY: (Toggle), +Def, +Stealth ---> remove inability to combat, suppression of defense should be sufficient while in combat, lower toggle cost
(T2) KEEN INSIGHT: (Auto), +Def(AoE), +Perception, +Acc ---> new power, Def on par with CJ
(T3) PHASE SHIFT: (Toggle), +Res(all but Psi), +Def(All) ---> PFF clone, but with 90% resistance, 15% defense while active, may remain toggled, but caster can only affect self
Can we get more phase powers? I'd love it if the T2 of Concealment was a ST melee foe phase that lasted around 8sec and made the foe completely invisible (you can't see it at all). You could still target it but if you waste powers on something you can't see, that's your own fault
Uses would mainly be to sneak up and eliminate an annoying target for a short time...maybe even phase yourself so you can just deal with that target for a while.
Quote:FIGHTING
(T1) BOXING: (Click::Melee), Minor Dmg, chance to stun ---> use barrage animation, increase stun chance on par with Air Superiority
(T1) HARDINESS: (Auto), +Res(E/N/F/C/Tox) ---> new power, resist dmg 5-9%
(T2) TOUGH: (Toggle), +Res(S/L), +Res(Stun,Fear) ---> added Stun/Fear resistance
(T2) KICK: (Click::Melee), Med Dmg, chance to Knockdown ---> new animations, increase dmg and Knockdown chance
(T3) WEAVE: (Toggle), +Def(All), +res(Immob) ---> no change
Quote:LEADERSHIP
(T1) ASSAULT: (Toggle::AoE), +Dmg, +res(debuffs 10-20% max) ---> added ability to slot IO sets(Resist)
(T1) MANEUVERS: (Toggle::AoE), +Def(All) ---> no change
(T2) TACTICS: (Toggle::AoE), +ToHit, +perception ---> no change
(T2) COMMANDING SHOUT: (PBAoE), Team +Res(hold, disorient, immob, sleep, fear, confuse) ---> short duration buff (30 secs min) on long cooldown (180sec min)
(T3) VENGEANCE: (PBAoE::Special), +Def, +Dmg, +ToHit ---> removed status effect for new T2 power, otherwise unchanged
Quote:PRESENCE
(T1) INTIMIDATE: (Click::Foe), Ranged single target fear ---> no change from current T2 power
(T1) PROVOKE: (AoE), Ranged AoE Taunt ---> no change
(T2) INVOKE PANIC: (PBAoE), Foe Fear(Mag 2) ---> no change from current T3 power
(T2) PLACATE: (Click), Single Target De-Taunt (Mag 3) ---> new power
(T3) BATTLE CRY: (PBAoE), Foe Debuff, -tohit -Dmg -Def for 30sec, 180sec recharge ---> new power
Quote:MEDICINE
(T1) STIMULANT: (Click::Ally), +res(stun, hold, immob, sleep, fear, confuse) ---> global removal of interrupt, effect of power unchanged, all medicine powers cast at 3.93sec
(T1) AID OTHER: (Click::Ally), +heal ---> global removal of interrupt, Heals ally 15-20%
(T2) AID SELF: (Click::Self), +heal ---> global removal of interrupt, heal reduced to 11%
(T2) VITALITY BOOST: (Click::Ally), +End(10-15%), Cast 3.93 ---> new power
(T3) RESCUSCITATE: (Click::Ally), Resurrection ---> no interrupt, shorter cast time
Honestly can't think of any type of power that'd be good here...
Candidates I can think of that'd be different, useful and thematic:
-Portable Hospital: (summon) +Interrupt redux, small +rech redux bonus, special. If an ally is defeated, and you have this power summoned and are standing nearby, allies can choose to TP to that instead of the hospital/jail. They'd still be dead but safe...Useful for your rezzing support allies (could take Recall...or PH if it's more thematic for the character than teleportation) and great for your non-support allies to help out.
-Vitality patch: (Click Ally) +END. Grant an ally a temp power for 4 minutes. The power will remain on them until it expires or they dip below 25% END upon which the temp power is expended. Grants +25% END and resistance to END drain/-recovery. -
Quote:This I don't think many people have touched on.Melee Defense: Shields? Pretty ok with it. Probably the Bigness would hide some hideous clipping there...
We need more fat shields. The stone elemental shield is pretty fat. Now I need something about that size but metal with techy doo-dads or glowie magic symbols/auras or something...but it needs mass >_> -
What are my opinions on /Nin? Well, I only have the one and without IOs (only the Steadfast +3%), she's really squishy. The build I made for her to get her closer to the softcap only puts her within 2% of the 45 mark for melee and 5% for ranged (and AoE is abysmal). Even with all that and her tricks, I bet she'd still be knocked down really fast by some lucky hits...not to mention the build is stupidly expensive and I hate expensive builds...
If anyone wants to help though, here you go:
Villain Plan by Mids' Villain Designer 1.803
http://www.cohplanner.com/
Click this DataLink to open the build!
Gemini Blade: Level 50 Natural Stalker
Primary Power Set: Dual Blades
Secondary Power Set: Ninjitsu
Power Pool: Leaping
Power Pool: Speed
Ancillary Pool: Leviathan Mastery
Villain Profile:
Level 1: Power Slice -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Hide -- LkGmblr-Rchg+(A)
Level 2: Ablating Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(5), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Knock%(37), Dmg-I(43), Achilles-ResDeb%(48)
Level 4: Ninja Reflexes -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(9), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(17), RedFtn-Def(25), RedFtn-EndRdx(39)
Level 6: Assassin's Blades -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(7), Mako-Dmg/Rchg(7), Mako-Acc/EndRdx/Rchg(31), Mako-Acc/Dmg/EndRdx/Rchg(39), Mako-Dam%(43)
Level 8: Build Up -- RechRdx-I(A), RechRdx-I(9)
Level 10: Danger Sense -- RedFtn-Def(A), RedFtn-EndRdx(11), RedFtn-Def/EndRdx(11), RedFtn-Def/Rchg(13), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(48)
Level 12: Placate -- RechRdx-I(A)
Level 14: Caltrops -- Slow-I(A), Posi-Dam%(15), ImpSwft-Dam%(15)
Level 16: Kuji-In Rin -- RechRdx-I(A)
Level 18: Vengeful Slice -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(19), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(25), T'Death-Dmg/EndRdx/Rchg(40), T'Death-Dam%(40)
Level 20: Kuji-In Sha -- S'fstPrt-ResKB(A), Dct'dW-Heal(21), Dct'dW-Rchg(21), Dct'dW-Heal/EndRdx(37), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Heal/Rchg(40)
Level 22: Nimble Slash -- C'ngImp-Acc/Dmg(A), Mako-Acc/Dmg(23), Dmg-I(23)
Level 24: Combat Jumping -- LkGmblr-Rchg+(A)
Level 26: Sweeping Strike -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(31), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(34)
Level 28: Hasten -- RechRdx-I(A), RechRdx-I(29)
Level 30: Smoke Flash -- RechRdx-I(A)
Level 32: One Thousand Cuts -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(34)
Level 35: Blinding Powder -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(36), SipInsght-Acc/Rchg(36), SipInsght-ToHitDeb/EndRdx/Rchg(36), SipInsght-Acc/EndRdx/Rchg(37), CoPers-Conf%(50)
Level 38: Kuji-In Retsu -- LkGmblr-Rchg+(A)
Level 41: Water Spout -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43)
Level 44: Spirit Shark Jaws -- Lock-Acc/Hold(A), Lock-Acc/Rchg(45), Lock-Rchg/Hold(45), Lock-EndRdx/Rchg/Hold(45), Lock-Acc/EndRdx/Rchg/Hold(46), Lock-%Hold(46)
Level 47: Hibernate -- RechRdx-I(A), RechRdx-I(48)
Level 49: Spirit Shark -- Thundr-Acc/Dmg(A), Thundr-Acc/Dmg/Rchg(50), Thundr-Dmg/EndRdx(50)
------------
Level 1: Brawl -- Empty(A), Empty(29)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Assassination
Level 2: Ninja Run
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Stipulations on the build: I want Mako mastery because that'll be her 'special' of my character list (I only have 1 character with Mako that's a Dom mainly for the pet). She needs all the attacks because I like having all the combos >_> Ablating needs 2 procs in it.
I knows: She doesn't have KB protection. I like not having KB protection on some characters. I had it on my Spines/DA but took it off and he's still awesome. The build isn't in the power order. I usually leave that up to what I need/want at the time or respec into it. Also, no fitness because, by the time I get to the point of IOing her, we'll get it for free...that's what that extra slot in brawl is for ^_^
I was aiming for perma-hasten (the only character I have to have such) but couldn't get even close without fudging up the defense and getting the powers I wanted.
*reads OP*
What to pair with /Nin? Probably not Dual Blades. I enjoy my DB/Nin but I often find myself using either or of their tools. I dunno why but I rarely use the trops (but they're nice to have). If I use the trops, I end up just not bothering with combos. Still don't have smoke flash so haven't tried that.
How about Kinetic Melee? Angry Citizen's favorite stalker that he proclaimed the best of the best of all of stalker-kind was a Dark Melee/Nin and having played a DM/WP, I'd probably agree to a point. Not as AoE-tastic, but a great mix of ST and utility ontop of a utility rich secondary. -
Then you just need some tech to make a brake so you don't have to start decelerating half way there
And I think they need to develop their bio-stasis tech so that I can apply for the program and actually see this planet for myself. -
Not sure if you'd even be able to make that technology any faster but perhaps when combined with other cryogenic stasis technology or what have you, it might be possible to make that trip in less than 2 generations of travelers.
-
Quote:Well, it *is* only the first 2 powers. They aren't meant to be super strong abilities. Considering other tier 1/2 powers are gale, O2boost, a couple heals, or a toggle defense power that make you unable to affect anything else...You're creating a stand-still set in a quickly moving game so far. And what about knockback? You've got great whatever-you've-chosen, then a Fake Nem hits you with its staff and you're flying across the room... and out of your circle. What you have *so far* is a set filled with Spirit Trees or Triage Beacons.
And the difference between these and those other triage powers is, this is more mobile because it trades your potential mobility for a quick 4 second recharge. After all, what's so great about dropping a triage and then being able to walk away from it?
I say, wait and see what the other powers are before pigeonholing the sets capabilities. Who knows? Maybe there'll be some angle that makes moving the movement penalty not as detrimental as you think. -
Quote:I dunno...As for weapons, that pic of the thin girl holding those two silly fantasy swords... That is just a bad example. It looks bad.
Sam's follow up with the Mutant Pack swords is not anywhere near as ridiculous, in my opinion. The swords just are curved and shaped in a better way than those from whatever game that other one is from. And the way they are being held just looks completely different.
I have no idea how they animate in the other game and all and that pic may just be a bad representation of it... but only having that to go by, those are my opinions on that.
Looking at the pics, the girl has swords about 2/3 the size of her body dual wielded but it's a tad hard to fully measure as the perspective is skewed (the sword in the foreground is probably angled to look bigger than it is while the sword held up is on the same ground as her body).
Sam's Mutant seems to have a pair of blades a bit more than 1/2 the size of his body. I'd estimate it at .55 to .6 times the size of the body. The size gap between what we get in CoH and those other ridiculous games is less than 15%? That small?
the shape of the blades is irrelevant to me, as we're not asking for specific models, just discussing size. And she doesn't appear to be holding it any more odd than what we'd do during a Dual Blade attack (by the way, have you seen the ridiculously FUGLY ninja run stance with 2 blades out that we get? Seriously, fix that ****). Now if she was using a reverse grip or some such with a weapon that size, or flipping it around off her boobs or something then yeah, that'd be silly. AFAIK, she just looks like she's about to swing. But there's not much to go on with just a pic so no real reason to go any further with that.
I don't know if Sam or anyone here is asking for a city block sized sword...probably just more swords that are 'fat'. We've got nice 'length' swords but most are very thin. When looking at the OP picture, what I notice is the 'mass' of the weapon, not really the length (as the perspective of that pic belies it size). With a weapon that's fat enough, it has more room for tapered razor or serrated edges, embroidered symbols and stuff that you can actually *see* without needing to zoom right up to it.
Just look for yourself:
Not sure if one is actually 'longer' than the other but the organic BS has a nice feel to it because the blade is so big. It's nice. And it's definitely not immersion breaking just different. And while the fantasy sword is much thinner, it's actually one of the fatter of the BS models.
That said, some options for a few 'longer' weapons wouldn't be that bad. So long as the length is within reason (single hand weapons not longer than the character), I don't see how it'd be particularly ridiculous...unless there are no characters with super strength in this game.
PS: for those weapons as long as the character, I'd mainly be looking for such models on Broadsword/Mace/BA with some 2-handed animations. Remembering some of the reasons the BS swords can't be used for the Kat sets, it's because the swords aren't long enough to be wielded with 2 hands (or specifically, the handles). So make some bigger swords with bigger handles and swing 'em with 2 hands...because, to me, the current Broadsword set looks ridiculous to me because it has such big orange numbers but such weak animations. -
Quote:And red foxes don't look anything like fennec foxes or northern wolves look different from southern wolves and the variety of 'dog' shapes can tip over a hundred.As far as the heads go... domesticated dogs, wolves, and fox heads look absolutely nothing alike.
The point is, it'd be *nice* to get hundreds of variety of canine shaped craniums, but honestly we don't *need* that many. If anything, what we *need* is to be able to wear hats and hoods with those heads.
Quote:Horse ears and bovine ears share absolutely nothing in common, but I'd want bovine before horse.
And for horse ears, with the right shaped head, are the small cat ears we currently have.
It's more about the shape of the head than the ears themselves.
Quote:The cheetah tail I'm not budging on though...
Many options not touched on but this is a topic that has been brought up often, compiled into many concentrations and desired by many. -
Heads:
-Do we honestly need a fox, dog *AND* wolf head? Can't we just get a long-nose canine and a short-nose canine then color them to look like a fox or dog or wolf?
-Do we really need otters? I think otters are cute and all but we don't even have water powersets to go with their theme >_>
Ears:
-Same fox/wolf/dog comment.
-Horse and bovine ears? How bout one or the other?
Body/arms: you could pay more attention here, especially to some basic fur patterns or styles to imitate a wider variety of animals with fewer actual models.
Tails:
-We have a rabbit tail although it's more of a powder puff than a tail...I'd actually consider a deer tail which could look similar to a rabbit tail if colored right and still be usable for other animals like goats and stuff.
-Just color a cat tail brown or something for a monkey tail.
-Instead of a cheetah tail, I'd opt for a leopard tail. Again, if you can just apply spots as a fur pattern to the cat tail, you've got a cheetah. A leopard has a thicker tail that looks kinda fatter on the end (at least I think it does...I haven't seen a leopard in person)
Legs: You could pay more attention here as the legs are a pretty big issue (they don't look that great in-game and could use a reworking).