-
Posts
6 -
Joined
-
Quote:Energy Manipulation is the closest set to this one, and even IT takes four melee powers straight from Energy Melee- plus its own addition in Power Thrust from Assault. Five is hardly over the top. And again, I don't feel gadget-type powers fit with this theme- so I'd pass on caltrops and grenade type powers, awesome though they are.Yeah sub in Caltrops for Dragon's Tail.
The biggest problem with the choices given in the OP (and other threads) is that you are basically taking more than half the martial arts powers to get the powerset fleshed out. I do not believe that we will be so lucky.
My guess, based on Energy Manipulation is that we would see;
Crane Kick or CAK for the Tier one
Two of the following (Thunder Kick, Storm Kick, Cobra Strike, Caltrops, Shurikens)
MAYBE Eagle's Claw or Dragon's Tail, but not both.
Then Focus Chi plus an assortment of utility powers that would be geared towards the primary instead of survival.
I would like to see passives like the OP suggests, but there is no precedent in Blasters' current powers, so I highly doubt we would see Auto powers. More Likely, there would be things like ; Conserve Power, Boost Range, Powerboost, Focused Accuracy, etc...
Also.... If they were designing it more as a "Natural" based theme, then they could pull from both Martial Arts AND Super Strength, to get more attacks that let you make either a "Kick-Boxer" or a "Brawler".
So add in things like; Jab, Punch, Haymaker, and Knockout Blow to the list of possibilities.
As for passives, Superior Conditioning fits thematically, but there's a reason such things only show up in certain APPs.
I stand by most of my original set-up: With the following alterations:
6 Determination
8 Smoke Flash
9 Crane Kick
Determination is just another name for Indomitable Will/Kuji-In Rin.
Smoke Flash I added to give it a little snap of its own. It's unique for a blaster, and while it's no stealth, it gives a little unique twist nonetheless.
Crane Kick I downgraded from EAgle's Claw because of Smoke Flash. That's a bit too good, and besides, we DO get Dragon's Tail, which synergizes well with Flash, assuming we allow the Placate to generate crits. -
Blasters, as we all know, have few secondarys, and none that are "natural" origin, thought we do have a beautiful tech set in devices. I propose a new secondary be created to fill this gap and fill out Blaster options.
Obviously, a "natural" secondary set would be rather- or completely- limited in terms of ranged options. This sets it behind several other sets, but some- such as Energy and Electrical Manipulation- have none whatsoever. These are the sets I have used to attempt to base this set upon. For the powers themselves, I borrowed from Martial Arts and Body Mastery.
The powers I suggest are as follows, and while perhaps not a perfect list, the framework suggested here ought to make this set a possibility, and one- I'd hope- that the Blaster Population will find to their interests and needs.
Short list is as follows:
1 Cobra Strike
2 Storm Kick
3 Focused Accuracy
4 Focus Chi
5 Thunder Kick
6 High Pain Tolerance
7 Dragon Tail
8 Physical Perfection
9 Eagle's Claw
Details for each choice are as follows:
TIER ONE: COBRA STRIKE
Every Blaster secondary begins with a soft Mez power that does little to no damage. Cobra Strike and Crippling Axe Kick both suit this, but CS is a better fit- faster base recharge, lower damage. Again, I can see this either way, but leaned towards Cobra Strike.
TIER TWO: STORM KICK
The mirror sets- NRG/ELEC Manip- both have a standard melee attack here. Thus, Storm Kick. Enough said.
TIER THREE: FOCUSED ACCURACY
TIER FOUR: FOCUS CHI
These two powers are interchangeable as far as I'm concerned. Targeting Drone came with Devices; FA is the same power, but not tech oriented. Since NRG gets Build Up at 5 and ELEC gets it at 3, I compromised, and placed it at 4, with FA at 3.
TIER FIVE: THUNDER KICK
Both NRG and ELEC get their tier 2 melee power at 4. We had 4 taken by Focus Chi, so I placed it here. Again, simple choice- tier 2 melee power.
TIER SIX: HIGH PAIN TOLERANCE
Following as the second self buff- NRG is full of buffs, and ELEC even has power sink and lightning field- High Pain Tolerance is the weakest of my choices here. I'll admit I was a little stumped, so I went with what felt right. A little extra survivability isn't bad, and Devices gets Cloaking Device, so a defensive ability isn't out of the question for a Blaster. Still, any other ideas that fit would work. I considered Dull Pain but thought this was a more balanced choice.
TIER SEVEN: DRAGON TAIL
This is the only AoE Martial Arts power. I put it in late, since Elec doesn't get its AoE until late and NRG doesn't even have one.
TIER EIGHT: PHYSICAL PERFECTION
I was a little hesitant about this, but considering Drain Psyche, Power Sink, and the numerous buffs available to NRG, I decided this isn't beyond reason. It helps support the set as a slightly tougher set than typical blasters, which it needs with the lack of ranged support it gets, and I don't THINK it's overpowered. I could be wrong, though, and feedback is appreciated.
TIER NINE: EAGLE'S CLAW
The tier nine surfaces here alongside NRG's Total Focus. As the only other all-melee set, I did my best to match the two up. Thus- Eagle's Claw.
Thoughts and opinions welcomed. -
So, this might be a bit of a challenge. I'm working on an Elec/SS Tanker that's themed for roleplay- however, I want to EAT my delicious cake and have it, too. SO. My first instinct, with a powerset running Rage, Footstomp and Energize, was to slot for recharge. This was harder than I thought, since I didn't have any primary or secondary defense slot spots to fill with LotG +Recharges, but I finally managed to get Hasten's recharge down to (no joke) 119.9s. Everything else is passable (I think) but I want advice as to whether I've gimped the set to get permahasten or not. Plus, if you can think of a better way to do this, let me know!
If you want to mess with the build, Power Sink and Footstomp have to stay. Everything else could theoretically be negotiated, but I don't think much of the other important powers (Stamina, Energize, etc.) are gonna be pulled in anyone's builds anyhow.
Hero Plan by Mids' Hero Designer 1.707
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Technology Tanker
Primary Power Set: Electric Armor
Secondary Power Set: Super Strength
Power Pool: Fitness
Power Pool: Fighting
Power Pool: Speed
Power Pool: Leaping
Hero Profile:
Level 1: Charged Armor- (A) Impervium Armor - Psionic Resistance
- (15) Impervium Armor - Resistance
- (15) Impervium Armor - Resistance/Endurance
- (19) Impervium Armor - Resistance/Endurance/Recharge
- (A) Stupefy - Accuracy/Stun/Recharge
- (3) Stupefy - Accuracy/Endurance
- (3) Stupefy - Endurance/Stun
- (5) Stupefy - Accuracy/Recharge
- (5) Stupefy - Chance of Knockback
- (A) Kinetic Crash - Accuracy/Damage/Knockback
- (7) Kinetic Crash - Damage/Endurance/Knockback
- (7) Kinetic Crash - Recharge/Endurance
- (9) Kinetic Crash - Damage/Knockback
- (9) Kinetic Crash - Accuracy/Knockback
- (17) Kinetic Crash - Recharge/Knockback
- (A) Kinetic Crash - Damage/Knockback
- (11) Kinetic Crash - Accuracy/Knockback
- (11) Kinetic Crash - Recharge/Knockback
- (13) Kinetic Crash - Recharge/Endurance
- (13) Kinetic Crash - Damage/Endurance/Knockback
- (34) Kinetic Crash - Accuracy/Damage/Knockback
- (A) Impervium Armor - Resistance/Endurance
- (19) Impervium Armor - Resistance/Endurance/Recharge
- (34) Impervium Armor - Resistance
- (36) Impervium Armor - Psionic Resistance
- (A) Resist Damage IO
- (A) Impervium Armor - Resistance/Endurance
- (37) Impervium Armor - Resistance/Endurance/Recharge
- (37) Impervium Armor - Resistance
- (37) Impervium Armor - Psionic Resistance
- (A) Doctored Wounds - Recharge
- (17) Doctored Wounds - Heal
- (33) Doctored Wounds - Endurance/Recharge
- (40) Doctored Wounds - Heal/Recharge
- (43) Doctored Wounds - Heal/Endurance/Recharge
- (A) Run Speed IO
- (A) Healing IO
- (A) Run Speed IO
- (A) Endurance Modification IO
- (21) Endurance Modification IO
- (21) Endurance Modification IO
- (A) Kinetic Crash - Accuracy/Damage/Knockback
- (23) Kinetic Crash - Damage/Endurance/Knockback
- (23) Kinetic Crash - Damage/Knockback
- (25) Kinetic Crash - Accuracy/Knockback
- (25) Kinetic Crash - Recharge/Endurance
- (34) Kinetic Crash - Recharge/Knockback
- (A) Stupefy - Accuracy/Recharge
- (27) Stupefy - Endurance/Stun
- (27) Stupefy - Accuracy/Endurance
- (29) Stupefy - Stun/Range
- (29) Stupefy - Accuracy/Stun/Recharge
- (A) Efficacy Adaptor - EndMod
- (31) Efficacy Adaptor - EndMod/Recharge
- (33) Efficacy Adaptor - EndMod/Accuracy/Recharge
- (33) Efficacy Adaptor - Accuracy/Recharge
- (42) Efficacy Adaptor - EndMod/Accuracy
- (42) Efficacy Adaptor - EndMod/Endurance
- (A) Recharge Reduction IO
- (31) Recharge Reduction IO
- (A) Impervium Armor - Resistance/Endurance
- (31) Impervium Armor - Psionic Resistance
- (40) Impervium Armor - Resistance/Endurance/Recharge
- (43) Impervium Armor - Resistance
- (A) Luck of the Gambler - Recharge Speed
- (A) Recharge Reduction IO
- (36) Recharge Reduction IO
- (36) Recharge Reduction IO
- (A) Kinetic Crash - Damage/Knockback
- (39) Kinetic Crash - Accuracy/Knockback
- (39) Kinetic Crash - Recharge/Knockback
- (39) Kinetic Crash - Recharge/Endurance
- (40) Kinetic Crash - Damage/Endurance/Knockback
- (45) Kinetic Crash - Accuracy/Damage/Knockback
- (A) Stupefy - Accuracy/Recharge
- (42) Stupefy - Endurance/Stun
- (43) Stupefy - Accuracy/Endurance
- (45) Stupefy - Stun/Range
- (46) Stupefy - Accuracy/Stun/Recharge
- (A) Kinetic Crash - Damage/Knockback
- (45) Kinetic Crash - Accuracy/Knockback
- (46) Kinetic Crash - Recharge/Knockback
- (46) Kinetic Crash - Recharge/Endurance
- (50) Kinetic Crash - Damage/Endurance/Knockback
- (50) Kinetic Crash - Accuracy/Damage/Knockback
- (A) Obliteration - Chance for Smashing Damage
- (48) Obliteration - Accuracy/Damage/Endurance/Recharge
- (48) Obliteration - Accuracy/Damage/Recharge
- (48) Obliteration - Damage
- (50) Obliteration - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
Level 1: Brawl- (A) Empty
- (A) Empty
- (A) Empty
Level 6: Ninja Run
------------
Set Bonus Totals:- 5.5% DamageBuff(Smashing)
- 5.5% DamageBuff(Lethal)
- 5.5% DamageBuff(Fire)
- 5.5% DamageBuff(Cold)
- 5.5% DamageBuff(Energy)
- 5.5% DamageBuff(Negative)
- 5.5% DamageBuff(Toxic)
- 5.5% DamageBuff(Psionic)
- 7.5% Defense(Psionic)
- 9% Max End
- 4% Enhancement(Heal)
- 9% Enhancement(Stun)
- 9% Enhancement(Accuracy)
- 86.3% Enhancement(RechargeTime)
- 126.5 HP (6.75%) HitPoints
- Knockback (Mag -15)
- Knockup (Mag -15)
- MezResist(Stun) 2.2%
- MezResist(Terrorized) 2.2%
- 14% (0.23 End/sec) Recovery
- 40% (3.13 HP/sec) Regeneration
- 12.5% Resistance(Smashing)
- 1.26% Resistance(Fire)
- 1.26% Resistance(Cold)
- 12% Resistance(Psionic)
- 15% RunSpeed
-
STill occuring as of now.
No idea what the problem is. -
I've been REALLY looking forward to this. Devs, Thank you. On behalf of us all. If you need more people for the closed beta, consider this a volunteering effort.
-
Star Strider Forces Registry
Name: The Shifting Seraphim
Global Contact: @Regit Seye
Level of Classification: Blaster, Security Rating 29
Origin: Mutation
Super Rank & Super Group: Hero, The Youth League
Star Strider Forces Registry
Name: Magna Zentry
Global Contact: @Regit Seye
Level of Classification: Scrapper, Security Rating 32
Origin: Technology
Super Rank & Super Group: Defiant Fist, The Reciprocators