Paladiamors

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  1. Paladiamors

    Pet Update

    Quote:
    Originally Posted by Arctic_Princess View Post
    Hellion lieutenants from lv 15+ (I think they go up to lv 20 now? Not sure) now have, joy of joys, Molotov Cocktail. (in Beta - I was doing the final Twinshot training arc)

    I can sense everyone's so happy about that.

    You thought Blast Masters were annoying? Now your favourite cannon fodder will demolish your pets in seconds!
    THANK YOU ARCTIC. I knew it was a Skulls, and that it was after level ten, but that was it. And they, you know, wiped everything out the other day. But my minions were NOT running out of that fire.
  2. Paladiamors

    Pet Update

    Quote:
    Originally Posted by Necrotech_Master View Post
    skulls dont use firebombs your prolly thinking of demolitionists in the scrapyarders (very very few enemies use burn patches)
    I am talking Beta here, not live. I'll have to go back through the levels again ((Had to do that anyway, they wiped characters)) but I am pretty sure it was them. Either way, my little fellas were NOT moving out of the fire. I'll get back to you on who was doing the burning.
  3. Paladiamors

    Pet Update

    Quote:
    Originally Posted by IanTheM1 View Post
    Power mechanics and aesthetics are not handled by the same devs.



    They already have one. The problem is that it tends to work too well, potentially sending them farther away than necessary. And I think it may still apply to your own Oil Slick Arrow as well.
    Really? Weird. Maybe it's just on me, but in beta my pets adamantly refuse to remove themselves from burning floors for some reason. 'Course it is early on and in Paragon, so maybe certain low level things don't trigger it? They SHOULD though, firebombs from I think it was the skulls were burning them down FAST.
  4. Paladiamors

    Pet Update

    Quote:
    Originally Posted by Black Zot View Post
    Agreed. Let's work on the part that makes MM pets mechanically useless against anything with a significant PBAoE attack before we put energy into eye candy.
    Something as simple as a "GET OUT OF THE FIRE" AI routine would work wonders.
  5. Hm. Maybe I'll design a set just for fun. If I do though, I'll go with the more plausible humanoid dragons. *Taps his chin* Question is, do I have enough to go on? I THINK I do...but the next question is, all in like Demon summoning, or more regimented like everyone else? Hmmm.
  6. Actually after I hit 32 my medic pretty much stopped running up into melee. He also seems to have a better response time in healing then most of my other healing minions, but that might just be me. On the other hand my arsonist STILL likes to go punch things with the brawler. It just takes him a little longer to get there now!

    Side note, I love my medic, suicidal at first or not.
  7. These are the other potential Officers. Might also be interesting to have them be second and third summons. I'll fiddle with the damage numbers later, they feel a bit high at the moment. First up the potential Grenadier.

    Grenadier powers ((Wields a grenade launcher))

    Anti-personel grenade- ((Damage light, recharge fast)) ((7 points of lethal damage on level 1, 21 points of lethal damage on level 50, 1.5 second activation, 5 seconds recharge time))

    Web Grenade- ((3.00 magnitude hold on target for 8 seconds, -50% recharge speed for 12, -50% fly and run speed for 12 seconds on target, 30 second cooldown))

    Riot Upgrade

    Incendiary grenade-((Moderate damage over time, recharge moderate)) ((3 smashing and 5 ticks of 2 fire damage at level 1, 5 smashing and 5 ticks of 5 fire damage at level 50, 15ft AoE, 2 second activation time, 6 second recharge time))

    Frag Grenade-((7 smashing and 11 lethal damage on level 1, 12 smashing and 20 lethal damage at level 50, 20t AoE radius, 2 second activation time, 12 second cooldown))


    Assault Upgrades

    Smoke Grenade- ((-90% perception on target, -5% change to hit, 30 second cooldown))
    Explosive charges- ((10 smashing and 10 fire damage at level 1, 20 smashing and 20 fire damage at level 50, 3.5 second activation time, 25ft radius, 25 second cooldown, 30% change for a 1 magnitude knockback on targets))


    And the Sniper.

    Sniper Powers

    Single round-((Damage light, recharge fast)) ((5 points of lethal damage on level 1, 20 points of lethal damage on level 50, 1.5 second activation, 5 seconds cooldown))
    Leg Shot- ((7 lethal damage at level 1, 25 lethal damage at level 50, 2 second activation time, 8 second cooldown, 60% chance for a 30% speed reduction on target for 5 seconds.))

    Riot Upgrades
    Arm Shot- ((8 lethal damage at level 1, 28 lethal damage at level 50, 2.5 second activation time, 10 recharge time, 60% chance for a 30% recharge reduction on target for 5 seconds))
    Targeting drone- ((12% chance to hit self, 20% resistant to to hit on target))

    Assault Upgrades-

    Snipe-((12 lethal damage at level 1, 36 lethal damage at level 50, 3 second activation time, 16 second cooldown))
    Head Shot- ((15 lethal damage at level 1, 42 lethal damage at level 50, 4 second activation time, 20 second recharge time, 70% chance to disorient the target for 5 seconds))

    Edited-Dropped the numbers on the Grenadiers explosives, upped the recharge time on explosive charges.
    Edited-Dropped the pistol overall for Grenadier, replaced pistol shots with grenade rounds.
  8. Quote:
    Originally Posted by Vexen777 View Post
    I personally like it. Mercs to me seem more focused on the gun upgrades. This seems better with shotgun and baton weilding cops, feels very different then the punching mercs. Not to mention useful tier 2 minions compared to the Spec Ops. The captain to me sounds pretty cool and more thematic then the Shell, but both are really good. For the medic thing, maybe switch him to a SWAT grenadier or just a cop with a grenade launcher, with more resistance due to his AoE.

    /signed
    That was next on my list, changing him to either a grenadier or a sniper. That moves it further away from the Mercs, which is probably a good thing.

    The general idea with the Officer's is that I want them to STAY at range. They are shotgun's anyway and that's not far from melee to begin with. So I replaced brawl with a less damaging but lower cooldown ranged shot. At this point the third summoned could even just be another shotgunner, but I am still thinking that something different would be nice. Considering tossing some form of long cooldown ranged ability onto the Riot Guard, maybe just a frag grenade. Just something to give them a little range if they need it. Still debating that one.
  9. Decided to use the PPD Shell instead of the Hardsuit, it still matches up with the solid shell theme I had going. I'll add it to the original post shortly.

    Request PPD Shell- Recieve clearance for a PPD Shell unit. These awesome but costly suits are reserved for major conflicts against Paragon City's most fearsome foes.


    Sustained Fire- ((Moderate DoT, fast recharge)) ((5 ticks of 1 lethal damage on level 1, 5 ticks of 4 lethal damage on level 50, 2 second activtion time, 6 second recharge time))

    Minigun Burst- ((High DoT, moderate recharge, defense debuff)))) ((8 ticks of 1 lethal damage on level 1, 8 ticks of 4 lethal damage on level 50, 2.5 second activation time, 4 second cooldown, 30% chance to lower target resistance by 15% for 10 seconds))

    Energy Punch- ((Moderate Smashing/energy damage, long recharge)) ((6 smashing and 3 energy damage at level 1, 30 smashing and 13 energy damage at level 50. 1 second activation time, 16 second cooldown, 30% chance for a 2.00 magnitude for 4 seconds.))


    Riot Upgrades

    Covering Fire- ((High AoE DoT, long recharge, minor slow)) ((5 ticks of 1 lethal damage on level 1, 5 ticks of 3 lethal damage on level 50, 3 second activation time, 8 second recharge time, 20% chance for a 20% slow on all effected targets))

    Heavy Minigun Burst- ((High DoT, medium recharge, minor hold)) ((10 ticks of 1.3 lethal damage over 5 seconds on level 1, 10 ticks of 4.4 lethal damage on level 50, 6 second activation time, 30 second recharge time, 30% chance for a mag 2 hold for 3 seconds on target))


    Assault Upgrade

    Withering assault-((Superior DoT, long recharge, hold)) ((12 ticks of 1.2 lethal damage over 4 seconds on level 1, 12 ticks of 4 damage over 6 second at level 50, 6.5 second activation time, 12 second recharge time, 30% for a mag 2 hold for 4 seconds))

    Heavy assault burst- ((Heavy AoE DoT, long recharge, slow)) ((20 ticks of .5 lethal damage over 6 seconds on level 1, 20 ticks of 2 damage on level 50, 60 degree arc, 50 foot range, 6.5 seconds activation time, 30 second cooldown, 30% chance for a 30% slow on all effected targets))

    Bone Smasher- ((Heavy damage, long recharge)) ((9 smashing and 6 energy damage at level 1, 44 smashing and 28 energy damage at level 50. 1.5 second activation time, 20 second recharge time. 60% chance for a 3.00 magnitude stun for 6 seconds on target.))
  10. I can't answer all of these, but I can tell you that the medics healing abilities are mediocre at best. It heals for a decent amount, but it's cooldown is twenty seconds. It's good for being a grunt, but you won't be relying on it. I still love it, tho'.
  11. Bit late here, but my one complaint about demons stems from Abysal reconstruction. I'd much rather the ember demon wait until SOMEONE needed the healing, instead of just using it everycooldown. Other then that nitpick its a great set.
  12. Quote:
    Originally Posted by Reppu View Post
    I've been testing it since it came out on Beta, at 50, with a few billion worth of IOs. Not exactly hard to ask to be level 50 nor getting PVP IOs or Purple IOs for 1 Influence a pop.

    So, yes to your questions, except the last. Since I HAVE tried it out.


    Edit: Let me do you one better. I'll do it again.

    Bots/Time, fully IO'd. PVP and Purple.

    No Items.

    Final Destination.
    Well then I apologize. It just sounded like you were making assumptions based on numbers and no actual experience with the set.
  13. Quote:
    Originally Posted by Reppu View Post
    Yes. The current version of TM is pretty much what I said it was; it's not going to be all that good on MMs.

    The heal's HoT component, to try to justify it's recharge, is about as weak as expected - it's a 137 up-front heal with a 36.75 HoT enhanced. While it will out-heal a standard PBAoE heal? This is over time, which is "Hrm".

    Time's Juncture is definitely weakened, no doubt about it. It also enforces Melee MM Play, which is a bit of a tricky thing as it is. It's definitely not a bad power, but it'll keep you busy if you want the full debuffs applied.

    All together, it's not a /bad/ set. But it's extremely active, and people who say Masterminds can afford to focus on it because they don't need to pay attention to their Primary, are bad masterminds. We're the most micro-managed AT in the game, with even a second of dropping our attention on our surroundings will lead to a sudden pet death and a massive damage loss.

    Maybe I micromanage too hard? Or maybe not enough? If nothing else, Time will keep you busy.


    TL;DR Final Thoughts - There's nothing really 'new' here. It's a hybrid set, something that Trick Arrow tried and failed to do. It's not an amazing set, it's a 'good' set. It's not exactly tuned to the Mastermind, however. If you like the swirly animations, go for it. But my personal verdict for now is "It's sub-par on MMs."
    Really? I'm not trying to be rude here, but have you tried it out? At high level? Put it through it's paces? You know all of that FOR SURE, without ever even having tried the set?
  14. Weird, I didn't notice the numbers the first time. Keep in mind that it's an HoT, its meant to be a supplimental heal. That being said, it'll be healing for over five hundred over time with enhancements, and close to eight hundred if they have that buff on them. It'll be less useful in a pinch, but a lot more useful, well, over time. I'll take it for fights where my boss henchman is taking moderate amounts of damage, but not huge damage all at once.
  15. Quote:
    Originally Posted by midgard2 View Post
    The heal is so minor, I can see having to pick up medicine to actually heal your pets and yourself
    With all due respect, how do you know? The Beta doesn't open until 4PM Pacific.
  16. Question. I know for robots that damage spike is mainly in groups from burn patches, but is that what bumps Thugs up too, since the Arsonist has a smaller version of it? Or is it just that stacking leadership brings them up past most everyone else?
  17. Yeah, pretty sure we all went through that "WHY DO YOU KEEP DYING?!" phase with the arsonist. Invest in manuevers, and boost the defensive properties of both it and your enforcers. Beyond that move to orders can help. Trust me, eventually it pay's off. He starts to get better mid-twenties, then you get your 32 upgrade and he goes insane. It's fun to watch.
  18. Quote:
    Originally Posted by Krazy_Ivan View Post
    I like the Idea if you called them PPD SWAT...maybe a PPD POWERSUIT as the Boss Pet and minions with debuff/-rech, basically whatever the PPD have at their disposal. Maybe an unlockable MM for reaching 50 with a hero. And for the RED side maybe have the Rippers unlock for the that side at lvl 50. The rippers use pretty much the same weaponry, but i dont think i've seen a lvl 50 ripper boss so not sure how high they go on red. We would need to figure out a boss for that. Maybe we could have it in the paragon store for 400pts each. Anyway, thats my 2cents on it.

    KI
    Ohhh, that's an idea. I think I'lll look into the Powersuit thing and maybe do a different suggestion later based on that. As for blueside only, this idea actually started out as a 'counterpoint to mercs' thing, but I shifted it away from that as I went. There are rogue PPD, and if normally 'evil' concepts can be good guys, I don't see why normally 'good' one's couldn't turn evil.

    Next writeup will be based on PPD mob's that are fought in game, and expanded on. Stil standin' by my shotgun lovin' here tho'.
  19. Quote:
    Originally Posted by ThePill View Post
    If anything, I'd just like the option to customize from Mercs to something that looks more like SWAT as well as have the option to use male/female/co-ed groups for all of the above. Same goes for ninjas and thugs too, now that I think about it. I guess zombies could get something similar.

    I'd still like to see a seperate powerset for SWAT, but failing that then yeah, a different look for the Mercs would be better then nothing.

    Also edited with possible damage numbers for the masterminds powers.
  20. Quote:
    Originally Posted by Zortel View Post
    There are 6 sets with 3 pet summon powers, 2 pet upgrade powers, one miscellaneous power, and 3 attack powers. They are not going to give buff powers instead of attack powers to an AT that has buffs/debuffs as its secondary.

    This. It's not that I think your idea is a bad one, it's just not very likely. That's why I suggested coming up with some attack powers as well. It doesn't have to be anything special or flashy, it just has to get the job done.
  21. Double post, did some minor editing. Probably add in possible player damage values later.
  22. Just a few suggestions. First is more of a rule: Follow the presets. Three attacks. One fast recharge, one long recharge high damage, and one AoE/Special. Second, Mercs have already got rifles covered. Maybe silenced pistols instead?
  23. Quote:
    Originally Posted by Forefinger_ View Post
    If I have Shield Defense as my secondary, I want to Hurl the shield!
    HECK YES! Though I always thought Shield Defense should have had a shield throw anyway...
  24. Paladiamors

    Alpha Slotting

    At most it will decrease the resummon time. Minions themselves aren't effected by recharge reduction, so unfortunately that 4 minute timer on LRM will remain 4 minutes.
  25. Thank you for the reply. I just wanted to make sure I hadn't done something screwy. *Laughs*

    And a suicidal zombie eh?