Obscure Blade

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  1. Quote:
    Originally Posted by Psychoti View Post
    In regards to having to pay for costume pieces... this is nothing new. Trying to think how far back this goes, I want to say 'Martial Arts Pack'. Not positive.
    I think that the Valkyrie weapons came first. And there's the Organic sword for a more recent weapon you had to pay for.
  2. Quote:
    Originally Posted by android33 View Post
    so far i have the choice of throwing out a fear/immob cone combo and hope the -to hit is enough to lessen the alpha. not to mention let's hope the cones aren't 45 degrees, but 60 degrees at least like Seeds of Confusion. if Fearsome Stare is gonna be that every spawn power then we have a problem.
    Why? My Corruptors and Masterminds use it for that purpose all the time and it's highly effective. And since the Haunt pets have a fear attack to stack with it you'll be able to Fear bosses too.

    Quote:
    Originally Posted by android33 View Post
    or i have to go in a dangerous melee range and attempt a PBAoE stun? i'm hoping this is a location AoE if that's the case. with a low recharge might i add.
    PBAoEs are by definition not Location AoEs, those are two different things. My first guess is that's it's the set's equivalent of Hot Feet; with a low magnitude stun instead of the slow effect that Hot Feet has. A combination of Death Shroud and Oppressive Gloom. That's just a guess though.
  3. Quote:
    Originally Posted by Granite Agent View Post
    The set seems to pair a CONE Fear and CONE Immob with a PBAOE stun?? That makes no sense. And the problem with Fear for locking things down is that things get at least 1-shot off at the first fear and any subsequent damage.
    And probably miss; this isn't Terrorize, it's Fearsome Stare which has a strong -accuracy component.
  4. Quote:
    Originally Posted by Mr. DJ View Post
    Tenebrous Tentacles
    Night Fall or Umbral Torrent seems more likely in an Assault set to me. If a Dom wants a low damage immobilize, most primaries already have one.
  5. Quote:
    Originally Posted by Mega_Jamie View Post
    So I'm being unrealistic hoping for Dark regeneration on Doms?
    Probably, that's too good.
  6. Quote:
    Originally Posted by Airhammer View Post
    I dont want an Illuion port.. I dont care if Doms evert get Illusion.. I would rather that Controllers KEEP Illusion to themselves ( and I have an Illusion controller ). I would rather that Dominators that get something is THEIRS... Something that defines the AT I guess is what I am looking for..
    Ugh, no; Controllers and Doms should share every control set. Keeping a set to just one AT doesn't mean that AT is special, it just means you are artificially limiting the other AT. Doms are defined by the fact that they are Control/Assault, and play quite differently than Controllers. An Illusion Dom would not play like an Illusion Controller.
  7. Quote:
    Originally Posted by Dispari View Post
    Dark Control is pretty much an entirely brand new set with almost no ports. Doms are also getting Dark Assault. Not much heard about it yet except that its self-buff power is kind of like Power Build Up.
    To quote Synapse:

    Quote:
    Originally Posted by Synapse View Post
    Dark Assault
    This power is a mix of Dark Melee and Dark Blast. You've got a fun mix of powers in there. I think Dominators will enjoy the set. It offers a nice mix of damage, control and survivability. It also features a new power called Gather Shadows. This is effectively a combo of Build Up and Power Boost. You lose your +to hit and have reduced effectiveness of the +damage and +effects, but you get both. It's a trade-off to be sure. I look forward to player feedback on this.
  8. Quote:
    Originally Posted by nytflyr View Post
    "the tentacles have been replaced with more of an inky shadowy feel." does that mean the same for other darkness powers?
    As far as I've heard it refers to nothing but the new set.
  9. Quote:
    Originally Posted by Oedipus_Tex View Post
    My DM character is so strong I shrug about Black Hole.
    I expect that's why they haven't fixed it; /Dark is already very strong, so figuring out how to make Blck Hole useful without making the set outright overpowered is hard.
  10. Obscure Blade

    Spring Attack

    Quote:
    Originally Posted by StrykerX View Post
    I'm pretty sure the animation is as close to a jump as we can get since the game engine doesn't support automated movement.
    Yeah, they had the same problem with Shield Charge. They wanted the character to rush in in a literal shield charge; but they just couldn't make it work.
  11. Quote:
    Originally Posted by Leo_G View Post
    How would it affect Dual Blades who has a combo linked to AS?
    I was just thinking about that myself. I've never played a DB stalker, but it seems to me the result will be a significant improvement since it can now easily use an important combo in mid-fight without worrying about Hide or Placate. And it will get a boost to single target damage from Assassin's Blades on a regular basis.
  12. Obscure Blade

    Dark control!

    Here's Synapse on Dark Control & Dark Affinity:

    Quote:
    Originally Posted by Synapse View Post
    Darkness Control

    I'll give out the information that was given in the power point here. We talked about 8 of the 9 powers.

    Tier 1: Shadowy Binds (Ranged, Moderate DoT(Negative), Foe Immobilize, -To Hit, -Fly)
    Tier 2: Dark Grasp (Ranged, Moderate DMG(Negative), Foe Hold, -To Hit)
    Tier 3: Living Shadows Ranged (Cone), Minor DoT(Negative), Foe Immobilize, -To Hit, -Fly
    Tier 4: Possess (Ranged, Target Confuse)
    Tier 5: Fearsome Stare (Ranged (Cone), Foe Fear, -To Hit)
    Tier 6: Heart of Darkness (PBAoE, Foe Disorient, -To Hit, Minor DoT(Negative))
    Tier 7: Haunt (Foe Targeted, Summon Shades)
    Tier 8: Shadow Field (Target (Location AoE), Foe Hold, -To Hit)
    Tier 9: ??? (ZOMG! What could it be?)

    At the powers panel, we didn't reveal the Tier 9 power. That will be revealed at a later date, so stay tuned. One thing to note, as Tunnel Rat mentioned, the tentacles have been replaced with more of an inky shadowy feel. Some bits of info we gave out:

    Possess: This power darkens the target and gives them spooky glowing eyes and makes them confused.
    Haunt: This power effectively places a taunt aura on your target and spawns two Shades. These dark entities alternate between a punch attack and a terrorize attack. The Shades will continue to beat on their target until either they are killed or their target is defeated. Once their target is defeated, they will move about attacking other targets at random. Their damage is pretty decent, and this power offers a fair amount of control. They are uncontrollable like all other Controller/Dominator pets.

    I think that's about it for Darkness Control.

    We also announced to proliferated sets. What would Darkness Control be without Dark Miasma for Controllers (called Darkness Affinity) and Dark Assault for Dominators.

    Darkness Affinity
    This power is a proliferated version of Dark Miasma for Controllers. You're likely thinking "why the name change?" Well, we pulled out Fearsome Stare and Petrifying Gaze because: a) Fearsome Stare really belongs in Darkness Control and b) Petrifying Gaze is pretty redundant when paired with Darkness Control as its effectively a copy of Dark Grasp, but without the damage. I felt this necessitated a name change.

    In their places we added Fade and Soul Absorption:

    Fade is a short duration, long recharge, high defense boost to your entire team. It's intended to prevent team mates from being defeated when they're low on health. This will hopefully give you enough time to fire off a Twilight Grasp to heal them. Internally, I've heard it compared to "a weaker Moment of Glory for your team". I think that's fairly accurate.

    Soul Absorption is a handy power that grants nearby team mates regeneration and recovery for each nearby defeated foe. This can spell a massive boost to regeneration and recovery with enough valid targets. Think Stygian Circle for your whole team, but instead of +hp/+end you get +regen/+recovery.
    Looks good. I wonder what recharge Haunt will be on? It'll be nice it you can get it up to an every-spawn power, or at least every other spawn.
  13. Here's a more complete description from Synapse:

    Quote:
    Originally Posted by Synapse View Post
    Darkness Control

    I'll give out the information that was given in the power point here. We talked about 8 of the 9 powers.

    Tier 1: Shadowy Binds (Ranged, Moderate DoT(Negative), Foe Immobilize, -To Hit, -Fly)
    Tier 2: Dark Grasp (Ranged, Moderate DMG(Negative), Foe Hold, -To Hit)
    Tier 3: Living Shadows Ranged (Cone), Minor DoT(Negative), Foe Immobilize, -To Hit, -Fly
    Tier 4: Possess (Ranged, Target Confuse)
    Tier 5: Fearsome Stare (Ranged (Cone), Foe Fear, -To Hit)
    Tier 6: Heart of Darkness (PBAoE, Foe Disorient, -To Hit, Minor DoT(Negative))
    Tier 7: Haunt (Foe Targeted, Summon Shades)
    Tier 8: Shadow Field (Target (Location AoE), Foe Hold, -To Hit)
    Tier 9: ??? (ZOMG! What could it be?)

    At the powers panel, we didn't reveal the Tier 9 power. That will be revealed at a later date, so stay tuned. One thing to note, as Tunnel Rat mentioned, the tentacles have been replaced with more of an inky shadowy feel. Some bits of info we gave out:

    Possess: This power darkens the target and gives them spooky glowing eyes and makes them confused.
    Haunt: This power effectively places a taunt aura on your target and spawns two Shades. These dark entities alternate between a punch attack and a terrorize attack. The Shades will continue to beat on their target until either they are killed or their target is defeated. Once their target is defeated, they will move about attacking other targets at random. Their damage is pretty decent, and this power offers a fair amount of control. They are uncontrollable like all other Controller/Dominator pets.

    I think that's about it for Darkness Control.

    We also announced to proliferated sets. What would Darkness Control be without Dark Miasma for Controllers (called Darkness Affinity) and Dark Assault for Dominators.

    Darkness Affinity
    This power is a proliferated version of Dark Miasma for Controllers. You're likely thinking "why the name change?" Well, we pulled out Fearsome Stare and Petrifying Gaze because: a) Fearsome Stare really belongs in Darkness Control and b) Petrifying Gaze is pretty redundant when paired with Darkness Control as its effectively a copy of Dark Grasp, but without the damage. I felt this necessitated a name change.

    In their places we added Fade and Soul Absorption:

    Fade is a short duration, long recharge, high defense boost to your entire team. It's intended to prevent team mates from being defeated when they're low on health. This will hopefully give you enough time to fire off a Twilight Grasp to heal them. Internally, I've heard it compared to "a weaker Moment of Glory for your team". I think that's fairly accurate.

    Soul Absorption is a handy power that grants nearby team mates regeneration and recovery for each nearby defeated foe. This can spell a massive boost to regeneration and recovery with enough valid targets. Think Stygian Circle for your whole team, but instead of +hp/+end you get +regen/+recovery.

    Dark Assault
    This power is a mix of Dark Melee and Dark Blast. You've got a fun mix of powers in there. I think Dominators will enjoy the set. It offers a nice mix of damage, control and survivability. It also features a new power called Gather Shadows. This is effectively a combo of Build Up and Power Boost. You lose your +to hit and have reduced effectiveness of the +damage and +effects, but you get both. It's a trade-off to be sure. I look forward to player feedback on this.
  14. Quote:
    Originally Posted by Seschat View Post
    I'm more worried about trying to get the 200 Banished Pantheon masks needed for Eye of the Magus. DA was the only place in the game that this was practical, due to 1) the limited portion of the BP content that allows them to spawn, 2) Totems (their higher-level replacements) not counting towards the total, and 3) the absurdly high number of kills required.
    There's going to be an Echo of Dark Astoria in Ouroboros for that.
  15. Obscure Blade

    Rikti Supers?

    Quote:
    Originally Posted by TheDeepBlue View Post
    Basically, Hro'Dtohz is the closest thing the Rikti have to their own 'super'.
    The four Riders would also seem to qualify.

    Quote:
    No Rikti warriors are more feared than those known as the 4 Riders. Said to have suffered some strange transformation during the crossing between worlds, even their fellow Rikti are terrified of them
    Sounds like a superhero/villain Origin to me!
  16. Maybe they could make the fog & ghosts intermittent? Instead of day/night they could have a fog/no fog cycle.
  17. Obscure Blade

    Rikti Supers?

    Quote:
    Originally Posted by Hopeling View Post
    If I recall, magic was not absent in the Rikti home dimension... until they destroyed it (a Rikti NPC in Montague Castanella's arc mentions this for example). I don't recall any explanation of how or why they destroyed their world's magic, though.
    They killed/neutered the gods of their world by killing their followers. As for non-divine magic, the high amount of magic users on Primal Earth seems to be a lingering result of the Mu eugenics program.

    Quote:
    As for the descendants of the people of Mu, nearly every magical hero, seer, mystic, wizard, witch, sorcerer, medium, and channel of today is one.[10] Numbered in the millions, some sources assure that they could be as many as one fifth of the worlds' population (more than a billion people).
    If there was no Mu in their history, they won't have the same population of magic users.
  18. Obscure Blade

    Dark control!

    Quote:
    Originally Posted by artphobia View Post
    "lovely, lovely"

    Must be doubled because the inky art Tunnel Rat did for them/the set is just that awesome.
    Well, try to describe what they looked like. Big? Small? One pet or several? Shape?
  19. Quote:
    Originally Posted by Tater Todd View Post
    Well I don't know about you but...they are still missing water and wind control.
    Light/energy control and metal control (although a Metal skin for Earth Control/Assault might work) also come to mind.

    I did like a suggestion someone made in-game today; a /Staff Assault set for Doms based on the upcoming Staff Fighting melee set. He wanted to make a Mind Control/Staff Assault monk character...
  20. Obscure Blade

    Dark control!

    Quote:
    Originally Posted by Laevateinn View Post
    Dark control might actually turn out to be another top-tier set if it gets fearsome stare, -ToHit in the attacks and a 90s aoe hard mez. Too bad for Dark affinity, though.
    Quote:
    Originally Posted by Talen Lee View Post
    I'm a fussbritches, but I think that your primary should do primary things, seconday doing secondary things, so I'm pretty fine with dark affinity lacking the better controls.
    I agree; as a powerful fast recharge* AoE control Fearsome Stare is the kind of power that for a Controller really belongs in the primary. And being able to stack Fearsome Stare with Spectral Terror & Terrorize would have been ridiculously broken I'm sure.


    * As opposed to EM Pulse from /Rad
  21. Quote:
    Originally Posted by Leo_G View Post
    Dominators got tweeked at least twice before as well. The recharge time on Domination was lowered (I think it used to be twice the recharge it was now, originally) as well as their damage mods (ranged and melee) rebalanced so melee hit harder than ranged. Then mez protection was added to domination as well as the ability to activate it while mezzed and an endurance refill some time after that.
    Also, another change was the presence of teammates causing Domination to recharge faster.
  22. Quote:
    Originally Posted by Reiraku View Post
    Stalker changes coming in i22. Confirmed by Posi.

    No details yet.
    Quote:
    Originally Posted by Jibikao View Post
    Somebody told me in the game about this. I wonder what kind of changes are coming? Is it a buff? A revamp of some sort?
    Here:

    Quote:
    Originally Posted by Arbiter Hawk View Post
    Staff Fighting will be available for Stalkers, Brutes, Tankers, and Scrappers.


    We're testing three improvements to stalkers in i22:
    -Assassin's Strike: using Assassin's Strike outside of hide will be an uninterruptible attack with no windup time, dealing Superior damage. This will allow Stalkers to do very competitive dps.
    -All Stalker attacks that are not Assassin's Strike will build stacks of a buff called Assassin's Focus. Assassin's Focus increases your chance to critically strike with the out-of-hide Assassin's Strike.
    -Stalker Buffed Max HP will be increased by about 400. This should allow them to fully benefit from powers like dull pain, hoarfrost, etc.
    -These changes to Stalkers should make them very competitive top-end damage dealers, and help them with their early attack chain since they can use Assassin's Strike mid-combat.
  23. Obscure Blade

    Dark control!

    Quote:
    Originally Posted by artphobia View Post
    New dark art for the dark control (no tentacles! ) and new lovely, lovely pets. In a separate panel we were told all the tentative powers/effects of the set excluding the final.
    Details? That's what people have been wanting to hear.
  24. Obscure Blade

    Dark control!

    Quote:
    Originally Posted by VoodooGirl View Post
    Dark Control sounds like it could be awesomesauce.
    As far as I know, all we've heard about it is that it lacks tentacles and has a more "oily" theme. Unless you have really strong feelings for oil there's not really much to go on for calling it "awesomesauce".

    Quote:
    Originally Posted by Xzero45 View Post
    Doms are well behind other ATs; it gets kind of irritating to be left out of proliferation, left out of getting new sets while everyone else is handed powerset after powerset.

    Quote:
    Originally Posted by ketch View Post
    Steering the thread away from Dominator matters...

    What do you think we'll see in Dark Control? Tohit debuffs are almost certain. Fear is very likely. Will Dark Servant be the pet? If so it might be the most supportive of Control pets, I believe (a heal, tohit debuffs, and some controls of its own).
    My guess is that it'll have as little as possible in common with Dark Miasma, in order to make a port of DM more practical. With the "oily" reference they might even be going with a "solidified darkness" theme.
  25. Quote:
    Originally Posted by Talen Lee View Post
    Dark Miasma for controllers has become something more inevitable with the release of Time Manipulation.
    Not that I'd object to getting Dark Miasma for my controllers, but I don't see the connection between getting TM and DM.