MisterD

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  1. MisterD

    Personal Lairs

    Agreed. If the current system is THAT fragile that it cant take any changes..meaning its mired never getting improved..
    Hell, use single person 'Lairs' as a trial system for some, you know..not jenga on fire base systems.
  2. MisterD

    Personal Lairs

    I like it. Makes sense.
    I do nothing in my bases but store shinys, get shines and tp places. If I have to move more than 15 ft to any of these..its too far.
    Especially if we could INVITE ourselves..to our own lair.
  3. I know some of the event badges there have not been awarding properly for ages. I guess they dont really care since hardly anyone goes there. Which is sad. What I find the most annoying is that is does not actually auto sk you down, yet mobs are as tough as even cones, and still dont give any rewards if you are over..20. I think.
  4. I would say the End Drain interface is pretty bad..at draining (what I have heard anyway) but it could combine with energy drain I guess.
    What level is the toon now? Because anything EA should not be dying to even cons, unless it is mobs of Fortunanas. Is your end ok? Too run all your toggles I mean?
    You want tough and weave if you have not already got em. Other than that..EA is on of the best defensive sets in regard to teh numbers, before you even start to add IO defence bonuses.
  5. I have been thinking about a companion melee set to my TK Armour type power set idea. Comic and movies characters with similar powers would be Nightcrawler, Gambit, Havoc as well as the main guy in the movie, Push. Obviously there is quite a difference between how Nightcrawler tps around the hits stuff, versus gambit charging up an object as blowing stuff up.

    Each of these could technically be a separate set..but I think the powers would get stale. It would end up..Teleport Punch, Tp punch2, tp kick 1, tp kick 2 etc etc. Likewise for Gambit and powered up objects.
    So it is really..a combination of all the coolest (to me) parts of those guys abilities. You could tp about, admittedly very short ranged, charge objects, throw objects (like Propel..again..move powers like that would get boring if it was a whole set) as well as power up your own ‘normal’ attacks.

    Fitting with our current crop of ‘Gimmick’ sets (which I happen to love), the set would naturally have something a bit special. Energy Reservoir would be the special offensive ability, as each attack you land drains off some of a foes power, strengthening your own. This would alter the damage type of attacks, from usually 70% Smash/30% energy, changing by 10% each hit and proving a 5% damage buff to just the Energy portion. (so you get 70/30 - 60/40+5 - 50/50+10 – 40/60+15)

    In addition, a defensive mechanic would also come into play, Batter (no, not cake batter sadly). As the target gets Battered by repeated hits, their resilience (not to be confused with resistance) to your attacks is lowered, increased various effects on attacks. There stacks would decay fast, so you could not really batter multiple targets, focusing on dangerous foes (and stopping you somehow stunning an entire mob).


    Psychokinesis (from the wiki..it sounds mostly right from what I am thinking)


    The Psychokineticist uses his or her mind as a weapon, a lethal one. With precise control and deadly force, they can overcome and foe, dazzling them with a series of strikes from impossible angles, even forcing their body out of real space, only to reappear where least expected. Psychos can also physical drain energy from opponents, supercharging a normal punch into something that can break steel and shatter bones. The attacks in this set are altered by Energy Reservoir and Batter, as detailed above.

    (Gold Shiny Man (GSM) effect. The animation for Vorpal Judgement has this, as well as Hail of Bullets. I think it would be perfect to show the body shifts and short range tping. Also thinking some of the ranges of these powers would be longer than normal, as you tp and shift about.)

    Tier 1. Energy Gauntlets
    The first ability learned by a Psycho is simply to encase his hands in energy; making blows strike with greater force than could normal be managed. Light damage, Smash/Energy, minor stun, increasing with Battering. Simple one-two blows, alternating sides in the same with DP Pistols does.

    Tier 2. Shadow Boxing
    As focus increases, the Kinesis user can physical shift his hands from view, striking out at a distance from which an enemy believed himself to be safe. The attack is so surprising; it reduces to hit on the target. Moderate damage, smash/energy, minor to hit debuff, increase with Battering. This attack has an increase range compared to other melee attacks. Attacks would be more forceful looking punches, again with both hands, with the actual hand-target connection appear in different locations around the targets top half, with perhaps some kind GSM effect.

    Tier 3. Assail.
    Soon, the Psycho can begin to control and project his entire body short distances, attacking multiple foes in a flurry of blows, shifting direction constantly, finding any weakness and leaving the target disorientated. Moderate damage melee cone, smash/energy, battering increasing the change and duration of the stun. Picture Sands of Mu, combined with GSM, your toons ‘body’ staying still, as the clones shift quickly in a cone in front of you.

    Tier 4. Power Up (yeah boring name..but it’s so fitting)
    By concentrating power, you can draw on the power of your mind, supercharging your attacks as you tear through any obstacle. A build up power, lasting 20 seconds, with a decaying damage buff as you lose impetus, starting at (for example) 125% for 5 seconds, 75 for 5 seconds, then 10 seconds of a 25% buff to just the energy portion of attacks.

    Tier 5. Slingblade.
    Even ordinary objects are deadly when controlled by the Psycho, who can imbue something with kinetic force and sling it at an enemy, sending them tumbling. Range High damage, energy/smash, high chance of knockdown, increasing with Battering. Something like Propel, but WAY faster and cooler, as your reach up, out, over towards an object and sling it at the bad guy, with the direction of your ‘pull’ changing, as well as the object and where it flies in from.

    Tier 6. Energetic Reprisal.
    Typical single target (if on a brute, only the Main target counts)Taunt. If the target hits, or tries to hit, the user within 3 (or whatever) seconds, the Psychos body is braced and prepared, siphoning energy and proving a small damage buff for their next attack. Like the +crit chance in MA, after using eagle’s claw.

    Tier 7. Mobius Loop
    By teleporting yourself to different areas in quick succession, you can strike quickly at multiple foes, damaging them before they have a chance to fight back. PBaoe, moderate damage, energy/smash, Battering causing addition minor smash damage to a foe. A mini Vorpal, teleporting yourself very quickly to points around yourself, GSM striking targets with punches and kicks.

    Tier 8. Psycho Crush. (Because Darth Vader is cool. And a scrapper)
    Reaching out to a distant (relatively distant..) victim, you focus your kinesis at their throat, crushing and choking the life from their body. Extended Range ST hold attack, superior smash/energy DoT. With battering, the target takes a recovery debuff and –resistance. I am also totally not sure if it would work but..ideally, this would animate like typical Force Crush, lifting a foe and choking at range. In addition, it would highlight ‘single target attacks’ (Shadow Box, Slingblade and Piledriver) as ‘finishers’ to be used while the bad guy is choking away. Then..(maybe I am getting carried away..) when you used one of those attacks next, in would have an altered animation, as you keep the target up and help with one hand, and perform the punch/sling/piledrive with the other hand, like an uber wtf combo.

    Tier 9. Piledriver.
    The pinnacle of the Psychokinetic arc, building all your power and energy into your fist, before launching yourself into the air, then shifting out of realspace, teleporting down to strike a foe, annihilating them and sending shockwaves radiation out. Extreme damage, smash/energy, foe stun, small radius knockdown and minor energy damage. Battering increases the duration of the stun and the radius of the shockwave damage. I blame the devs here, for totally stealing MY animation idea and using it on Geyser, before I had the idea. Picture that, then with a GSM tp effect, and you smacking them right in the FACE, quaking the ground around you. POW!
  6. Yeah it is. That and Disruption would be the two 'most' skippable in the set. All the others are great.
  7. I had a similar conversation with a friend about this the other day. And I was talknig about my thread, were I suggested updates to a number of Old powersets, to make em shiny and new again.

    I am also quite sure that you, or response very like this one..promptly shot ALL my ideas down..in spite of the one very key point I was saying. NONE of them would require you to play any different. But oh no, these people didn't want gimmicks. I mean..it IS hard to could to three, then use a big attack..

    Sure, the new sets do have gimmicks. Titan Weapons..more a mechanical gimmick than a gimmick gimmick, because the momentum is so important and the set would just be Mace Mk2 without it. But the others..yeah, you are right, they have 'gimmicks.'

    Looking at those sets, dual blades has far and away (to me) the worst and most restrictive combo system. And you know..it IS the first gimmick set. Man, damn them for not getting things perfect first time! Street Justice is just..perfect to me. You could play the whole time without even bothering about the combos.

    The only set that really locks you into attack patterns in DB..and guess what..you can just play without the combos. Tricky stuff. If you dont want to rely on Momentum..wtf are you playing TW for?

    They are different, and fun to a LOT of people. Try comparing Ice Blast to Water. Oh no, water is gimmicky..cant play that. If you want older, more boring (again, subjective) go play them.

    To bring up a final point..ALL sets already have 'gimmicks' Yeah, its true. Even old ones. Lets take fire blast. See alll that dot, that is part of it being such a great damage set? That's right, a gimmick! So sorry, you cant play FB now. Rad blast, -def, gimmick, dark..-to hit, gimmick. See where this is going?

    Even differences in sets can be called a gimmick. Oh, willpower has RttC, what a gimmick! It would suck without that, I dont like them forcing me into relying on regen.

    I am trying not to be sarcastic. Wait, no Im not. I just dont get complaining about teh devs trying something different. If no sets had a gimmick, nothing would be different, and we would have 5 sets with EXACTLY the same powers pet AT (see the patron powers..shield, immob, blast, pet...real creative).
  8. Quote:
    Originally Posted by Forbin_Project View Post
    The OP didn't say anything about reassigning the slots the enhancements were in. Just that he "lost" enhancements he couldn't keep in his trays.
    Yeah..well spotted. I know what he said..I was adding to it. I did not realise threads were totally locked in stone according to whatever the OP brings up..oh wait..
  9. Sounds pretty neat..I like the idea. I love watching the PPD gauntlet attacks. Unless we got these alt animations for other blast sets, Id like a plasma blast.
  10. While a patron pet, full slotted, would be nice with emp buffs..if you are solo..its still gonna be slow, painful and not fun. Archery is crappy damage on a fender, and emp has no debuffs at all. For such an ally focused set..I cant help asking...WHY are you even trying to solo?
    I know some people like to solo, or just when not many people are around..but I seriously cant imagine soloing on my emp.
  11. Unslotters only let you remove an enhancement..the actual SLOT is still in your build..a slot-respec would allow you to move a slot..without starting from 1.
  12. Good ideas. I also would LOVE a mini-respec option..where you could keep say..90% of your build, slotted as is..and JUST move a few slots about. To tweak a build, without reslot it all from lvl 1.
  13. The +damage form is not really a great deal. As a brute, with fury, it becomes even less obvious.
    But the forms from Staff Mastery (the power) are worth gettung. The end reduction form is great while leveling up, or for long battles. The bonus damage can be nice too..such as teh Psi damage, vs something that has just used a tier 9.
    I usually play in Form of the Body (staff/wp scrapper) and alternate the -res (aoe finisher) and +res to self (skysplitter). I find this the most useful, and totally worth the pick.

    Besides, I know Staff Mastery is a gimmick...but without picking it..whats the point? Buying a set and not even using the selling point? I ran into a lvl 50 tank..invul/staff..with NONE of the staff aoes, or staff mastery. SO he was left with..3-4 single target attacks (and the ST attacks in staff aint amazing).

    If you need extra convincing..the pretty staff spin animation, when you change form with your weapon drawn. Worth the power pick alone.
  14. Quote:
    Originally Posted by Another_Fan View Post
    (Power boost + Tactics + kismet) -> (build up + kismet) = permanent 22%+

    You can theoretically just have Power boost+ tactics + kismet and 300% recharge in power boost and have permanent fast snipe. But seeing as you have build up you only need Powerboost and build up on a 25 second recharge (with allowances for cast times)

    Not difficult at all and for your trouble you get gigantic AoEs and the best single target damage.

    Regarding fire, It's showing exactly how crazy /energy manipulation is going to be. You have blaze, blazing bolt, Fire ball repeat as an attack chain. You have aim in addition to build up so you don't need as much recharge in power boost to have your permanent snipe. With the new conserve power its not difficult use fire ball as a single target attack.
    ONLY 300% rech. Only. I said the same if the blaster thread..talking best conditions is totally fine..but Id love to see teh % of AR users who have 300% rech. Nevermind the people playing the toon..you know..before 50..
  15. As unhelpful as it is...and i HATE telling people to reroll but..reroll. Stone is just..so unfun. Not bad performing, your almost unkillable. But you are also basically unmoveable..no running, no jumping, -rech, - damage. That and energy melee is just woeful now. Worse on a tank, doubley worse paired with stone. All that -rech and long rech powers will mean you basically never kill anything.

    IOs make a HUGE difference. You can basically pick any other tanker primary (assuming you want a tanker) and make it REALLY strong, almost as good as stone, without the drawbacks..have more fun (opinion) and not look like..poo.
  16. Yeah no invis. Even without it..you are at 38% to s/l..which is pretty great for a WP.
    You are 2 instances over teh cap of 5 for LotG hp bonsues..so you could switch the 3rd for something giving better values.
    Or drop those slots and add extra slots to your 4 slotted attacks
  17. How about just having all teh run effects removed from hard targets? And av or eb should NEVER run. Same as we dont run from blue cons. Likewise with a GM..seeing them run from one dot is just stupid.
  18. Quote:
    Originally Posted by StratoNexus View Post
    I like the change. The lower damage is more than made up for by the removal of the crash AND the much faster recharge. If they had kept the recharge longer (or even shortened it to just 4 minutes instead of 6), then I would be dismayed. The 2:25 and 3 minute recharges are such a massive improvement over 6 minutes, that I am thrilled they went in this direction, rather than maintaining the longer recharges with the higher damage.


    Full Auto avergaes 2.9 (2.75 with a 10% chance for an additional 1)
    RoA is 3 ticks of 1.2 for 3.6 total (it is actually 1.35, but uses the pet scale, so I adjusted it to blaster scale for ease of reference)
    Overcharge is 3.5
    HoB averages 3.3
    Geyser is 3.5
    Does that mean they should go UP in damage? If the whole point of making all nukes crashless is too..balance them with non crashing..(thereby admitting the reason the do more damage is said crash)
  19. At first, up to about 50 runs, I was getting around 1 in 6. Now it has blown out..about 11% if that
  20. I'll pay you in virtual love Diel..its a great program.
  21. In case no one has said..
    Water Jets damage was not being altered by alpha or interface..and the combo lvls didnt seem to be changing anything.
  22. But only the best ST damage..assuming perma snipe? Which..wont be possible paired with em? And it will still be 3 st attacks that are just lethal damage..compared to flares, fire blase, blaze and blazing bolt..
  23. In case no one has said it..will they have laser beams attached to their heads?