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Posts
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From that description of the replacement powers for Controller's version of Dark Miasma... I can understand either of those new powers being a replacement for Fearsome Stare. It's an important part of Dark Miasma and adds a lot to survivability, so without it, an equally vital power should be added to the set.
But either of those new powers as a replacement for Petrifying Gaze? The weakest non-Controller Hold (outside of some of the PPP holds)? Petrifying Gaze is considered a throw-away power by most people, replacing it with either of those awesome-sounding powers makes me concerned that Defender, Corruptor and Mastermind Dark Miasma players will feel shorted.
Of course, depending on their values and recharges, I could be concerned about nothing. It's possible the devs realize Petrifying Gaze is meh, and both these powers are intended to, together, replace the awesomeness of Fearsome Stare in the set.
Anyway... I can't leave this thread without the obligatory mention of my platform:
Buffs for Trick Arrows in Issue 22 please! -
Ok, here's how it goes: Sonic on an Eden trial?
Properly slotted, you were granting your teammates around 50% resistance to most damage types, including Toxic damage against an enemy group that isn't short on the stuff.
If you were using Clarity you were also providing Sleep protection and additional Hold protection (especially if you kept up Sonic Dispersion), something very useful around the Mold wall and anywhere else there was a damn mushroom.
And if you were spamming Sonic Siphon, you were also causing a nice -60% Resistance to increase your teammates damage past the damage cap. Probably only against 1 or 2 enemies at a time, but on a Trial with 5 Monster/Giant Monsters and lots of bosses, that's still pretty useful.
Yes, Sonic can be outdone, but it's not a terrible set. It could stand a little attention to make it more appealing than similar sets, but it's not useless. It's a very good set to have on a team. It's just... less fun to play. The fact that it's not the best and that most people find it a boring set contributes heavily to the meh attitude surrounding it. It's not a set you should play if you really want to be... noticed, I guess. But if you enjoy playing it, then who cares what anyone else thinks?
Now, off to play Trick Arrows! -
I'd like to add that being the "Lead" anything does not mean you are ultimately responsible for making the final call on projects. I am the graphic design lead in my company, but I'm still at the mercy of the Marketing Department. If they want something added, it's added. If they want something out, it's out.
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I got one of my own characters from 42 to 43, but other than that I teamed with my significant other and took his Illusion/Thermal Controller from 1 to 34. So it was a good weekend. ^_^
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For anyone curious, pending any changes to the Thermal powers, these are what the numbers should be on a Defender, unslotted at level 50:
Warmth
Heal -> 133.86
Fire Shield
Res(S/L/F) -> 20%
Res(C) -> 10%
Cauterize
Heal -> 262.37
Plasma Shield
Res(E/N/F) -> 20%
Power of the Phoenix
Rez Heal -> 712.145
Rez End -> 70
Thaw
Prot(Mez) -> -12.99
Res(Sleep) -> 216.5%
Res(Slow/RechSlow) -> 80%
Res(C) -> 10%
Forge
ToHitBuff -> 25%
DamageBuff -> 50%
Heat Exhaustion
DamageDebuff -> -62.5%
RegenDebuff -> -500%
RecoveryDebuff -> -200%
EndDrain -> -16.25
Melt Armor
ResDebuff -> -30%
DefDebuff -> -25% -
Quote:Trick Arrows has not seen a buff since Issue 7 in 2006 unless you count the shortening of its animations or the fixing of Oil Slick Arrow as buffs.TA has been buffed multiple times since it was originally released. It is by NO means an underperforming set these days.
The animation changes were certainly a buff, but not to the overall performance of the set when it comes to actually defending.
The OSA fix was a bug fix.
It is still the bottom of the barrel when it comes to the buff/debuff sets, only coming ahead of Poison, and that may not be for long given the Poison changes.
Is it a bad set? Not really, but it still performs with far less potency than almost every other set. Kind of like other sets that lagged behind the other options in their categories until they were buffed: War Mace, Ice Melee, Elec Armor, Fiery Aura... now, maybe Energy Aura and Poison will join them as redeemed sets after their buffs.
These sets didn't get much needed love because the people that enjoyed them sat around pretending everything was okay with them. I love TA more than any other player (probably, anyway), but I've played every other buff/debuff set and I can tell you, TA is the runt of the litter. -
Wow, everything about this looks awesome. Gonna have to make a Fire/Fire Defender, just because I play like... any kind of Defender... how will I make time while playing my Time Defender though... hmm...
Also I'll have to try this new Poison, while somehow also making time to respec my Energy/Energy Stalker completely because those changes are too good to ignore.
A tiny bit sad to see no Ice Melee fot Stalkers, but I can be patient and wait for it before I make an Ice Armor Stalker.
Speaking of being patient... with all these awesome underperforming set buffs... will Trick Arrows be seeing any love? If there are, you are morally obligated to tell me of all people! I've been pushing for TA buffs for 6 years now! -
Uh... why? Several Corruptor Sonic Attack powers do more damage than their recharge timers would normally do. Wasn't it set up that way to prevent the Defender version from outperforming the Corruptor version more than it already does?
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Triage Medic - Empathy/Rad Blast Def
47 -> 50
Showstealer - Elec Blast/Kin Corr
42 -> 47
Tierce - DB/SR Scrapper
42 -> 45
Whiptail - MA/Regen Scrapper
41 -> 43
Jilt - DP/Pain Corr
37 -> 38
Wisecracker - Claws/ElA Brute
33 -> 35
Little Moppet - Sonic Blast/DM Corr
29 -> 30
Madame Loyal - Demon/FF MM
26 -> 29
Elektrophor - Elec Control/Kin Troller
12 -> 17 -
Quote:That was most likely the intended effect: That enemies were only supposed to get -KB if the power Held them, but the game engine doesn't work that way. All effects of a power are checked at the tohit roll.It sounds like the Freeze Ray is supposed to only provide -KB if it actually holds the target, so enemies with hold protection who are not frozen also don't get KB resist. That actually makes sense from the standpoint that they weren't actually frozen in a block of ice so they shouldn't be anchored from being knocked around, but I have no idea if it actually works that way. Perhaps it isn't working right and only applies the -KB if the target is already held when you hit it.
So when you activate Freeze Ray, it applies the Hold mag and checks to see if the enemy is Held before it applies the -KB at the same time. Since they're happening together, the enemy is not actually Held yet to apply the -KB.
So yeah, the result of that is Freeze Ray will only apply -KB if the enemy was already Held when you activated Freeze Ray.
I wouldn't call it a bug that it's not working the way they intended, since it's never going to be able to work that way. I would call it a bug that it doesn't work like other Hold powers that apply -KB with every application. -
Yes, it needs Accuracy. It is guaranteed to give at least 40-50%, depending on your AT, no matter if you hit an enemy or not, but beyond that, it needs accuracy slotted if you expect to get anymore damage buffs.
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Quote:Repel Mag isn't related to the size of the bubble, just the strength that it pushes away. I think, anyway. The radius of Repulsion Sphere is only 12 ft, and can only be used on teammates, not just any ally.Hm... the more I look at the set, the more I'm not sure what it's supposed to be. In any case, a couple of bothersome points:
+10 Repel on Repulsion Sphere. That's the same size as Force Bubble. Pretty big. Maybe reduce a bit to just +5? Also, a bubble that big easily makes this sound ripe for griefability.
Quote:Rech on EM Burst is too short. Its Earth Control analogue, Stalagmites, has a 90s Rech. Either case though, at 45s Rech, the duration (for Controllers at least) makes it perma with just SOs.
Lightning Clap has a shorter recharge and duration, but is also perma-able with just SOs and has the extra Mag 1 chance.
Quote:The END Cost and Rech on Bombardment seem really high. They're even higher than the closest similar power, Oil Slick Arrow, despite having a shorter duration and doing less damage. -
Was looking at this again today, and I'm worried it might be a little weak. Anyone agree? Was thinking maybe I'd reduce the recharge on Bombardment down to 120-150 seconds.
The more I look at it, the more I think I need to work on the whole set more. >_> -
Few small number tweaks made:
Jinx Increased recharge time from 12 to 16 seconds
Roulette Increased chance of Resistance buff from 20% to 25%
Roulette Increased chance of Tohit buff from 15% to 20%
Roulette Increased chance of Recharge buff from 15% to 20%
Fortuity Reduced duration of debuff and buff aspects from 45 to 30 seconds
Backfire Reduced Confuse duration to 1.5s
Backfire Increased recharge time from 90 to 120 seconds -
Quote:Well, whenever people say "Magnetic Control" I just wonder how different it could be from Gravity or Electric Control. So the idea here is to include Magnetic powers in the game without it being a control set. The idea behind this set is mixing buffs with some control and soft control. When trying to think what it would do, I went to things that a certain Marvel villain (sometimes) might do besides lifting people up and throwing them back.
While I like this idea, personally I feel we need an Electrical Buff/Debuff set, and Magnetism or Metal Armor is something that we don't currently have in the game. I've always felt Magnetism was more Control anyway, like Gravity Control. So I think this is more something that needs to be introduced with a whole bunch of Magnetism-based Power Sets.
Quote:OTOH, as a base for an Electromagnetic Buff/Debuff set, it might be nice. I think I would make Magnetic Barrier the physical shield, and then an Electrical Field to block Energy and Negative Energy. Strip Armor is nice, but Melt Armor is a Tier 9 power, and while you've made this weaker, it's not THAT much weaker, and it damages and knocks back robots as well. I also have an issue with being able to disrupt the armor of a foe that isn't wearing metal armor, but I guess you could say it works on the trace amounts of metal even in leather or stone armor, or even in the human body.
Quote:I also think a single target hold is out of place, despite Trick Arrow,
Quote:but I like Disruptor Field as an AoE psionic/mez defense. That's also much more an electrical effect than a magnetic one, if you assume that psionics is manipulating the electrical impulses in the brain. You've also effectively got 3 Tier 9s here, although I do agree that they could be made to work. Perhaps the -Def/-Res effect in Strip Armor could be added to Bombardment, and Strip Armor could be made just a cone knockback, like Gale. (Or perhaps a minor -Def, like 5%, with Bombardment getting the -Res)
Quote:I will add that if you do add protection to Disruptor Field as Biospark suggests, I would like to see it fill the Sleep hole in FF and Sonic, while leaving a hole that FF and Sonic would fill for it. So perhaps Hold, Slow, Sleep and Immobilize, with no Stun protection. It also neatly fills Sonic's Psi res hole. For that reason, perhaps it should be +Def instead of +Res overall. (It can be somewhat weaker than Dispersion Bubble since this set offers a mix of +Def and +Res) -
Curse you, thread title!
Edit: Thread title fixed! ;-). -Moderator 13 -
I wrote up two buff/debuff powersets and would like to hear what you guys think of them! I know people don't often wander over to that section, which is why I'm posting these links here. And I know you guys (my fellow Defender players) are some of the most critical. :P
The first is Probability Distortion: http://boards.cityofheroes.com/showthread.php?t=249717
The second is Magnetism: http://boards.cityofheroes.com/showthread.php?t=249719
Enjoy! Or not? -
Alright, now this is the second time I'm doing this. But still, be gentle.
Magnetism
You are a master of magnetic fields. This gives you a powerful ability to manipulate metals and electromagnetism in a variety of ways, such as protecting your allies with shields or wreaking havoc on enemies foolish enough to come at you while holding or wearing metal. Many Magnetism powers will even do bonus damage to electronic foes who are vulnerable to your electromagnetic assaults.
Strip Armor
Cone Foe -Defense, -Resistance(All), Knockback vs. Robots, Damage(Energy) vs. Electronic
You send a short, but powerful wave of magnetic energy in an arc in front of you, stripping away some of your foes armor, effectively reducing their defense and damage resistance. Additionally, Strip Armor will do some bonus damage to electronic foes and will send them flying back.
Type - Click
Accuracy - 1.2
Range - 20ft
Recharge time - 20s
Endurance cost - 10.4 (13 MM)
Attack types - Energy_Attack, AOE_Attack
Effect area - Cone
Radius - 20ft
Arc - 45 degrees
Max targets hit - 5
Entities affected - Foe
Entities autohit - -
Target - Foe
Target visibility - Line of Sight
Notify mobs - Always
Code:Defender: -18.75% Defense for 15s -15% Resistance(All) for 15s 0.5 Energy Damage if target is Electronic +4 Knockback if target is Electronic Controller/Corruptor: -15% Defense for 15s -11.25% Resistance(All) for 15s 0.5 Energy Damage if target is Electronic +4 Knockback if target is Electronic Mastermind: -11.25% Defense for 15s -11.25% Resistance(All) for 15s 0.5 Energy Damage if target is Electronic +4 Knockback if target is Electronic
Metal Coating
Single Target Ally +Defense(Smashing, Lethal), +Resistance(Fire, Cold, Toxic, Energy)
You surround an ally in a protective, metal shield that may deflect smashing and lethal attacks, and will absorb some of the damage from fire, cold and toxic attacks. The magnetic field you use to hold the metal in place also offers your ally some resistance to energy attacks.
Type - Click
Accuracy - 1
Range - 80ft
Recharge time - 2s
Endurance cost - 7.8 (9.75 MM)
Attack types - -
Effect area - Character
Radius - -
Arc - -
Max targets hit - -
Entities affected - Friend
Entities autohit - Friend
Target - Friend
Target visibility - Line of Sight
Notify mobs - Always
Code:Defender: 15% Def(Smashing, Lethal) for 240s 20% Res(Fire, Cold, Toxic) for 240s 10% Res(Energy) for 240s Controller/Corruptor/Mastermind: 11.25% Def(Smashing, Lethal) for 240s 15% Res(Fire, Cold, Toxic, Energy) for 240s 7.5% Res(Energy) for 240s
Magnetic Barrier
Single Target Ally +Resistance(Energy, Negative Energy, Knockback)
You surround an ally in a magnetic barrier that disrupts energy and negative energy attacks, and also makes it more difficult for foes to knock them off their feet.
Type - Click
Accuracy - 1
Range - 80ft
Recharge time - 2s
Endurance cost - 7.8 (9.75 MM)
Attack types - -
Effect area - Character
Radius - -
Arc - -
Max targets hit - -
Entities affected - Friend
Entities autohit - Friend
Target - Friend
Target visibility - Line of Sight
Notify mobs - Always
Code:Defender: 20% Res(Energy, Negative Energy) for 240s -4 Knockback for 240s Controller/Corruptor/Mastermind: 15% Res(Energy, Negative Energy) for 240s -4 Knockback for 240s
Debris Field
PBAoE Foe -ToHit, Minor DoT(Lethal), Minor DoT(Energy) vs. Electronics
You fill the area around you with constantly revolving metallic shards, reducing nearby foes ability to aim as well as causing them some minor lethal damage. Electronic foes will suffer additional energy damage as long as they remain within this field.
Type - Toggle
Accuracy - 1
Range - -
Recharge time - 10s
Endurance cost - 0.39 (0.4875 MM)
Attack types - AoE_Attack, Lethal_Attack
Effect area - Sphere
Radius - 25ft
Arc - -
Max targets hit - 16
Entities affected - Foe
Entities autohit - -
Target - Caster
Target visibility - Line of Sight
Notify mobs - Always
Code:Defender: -15% ToHit every 1s for 1.25s 0.07 Lethal Damage every 1s 0.14 Energy Damage if target is Electronic every 1s Controller/Corruptor: -12% ToHit every 1s for 1.25s 0.07 Lethal Damage every 1s 0.14 Energy Damage if target is Electronic every 1s Mastermind: -9% ToHit every 1s for 1.25s 0.07 Lethal Damage every 1s 0.14 Energy Damage if target is Electronic every 1s
Vice Grip
Single Target Foe Hold
You violently force metal up from the ground and ensnare your foe with it. Vice Grip can be used on flying enemies if they're close to the ground.
Type - Click
Accuracy - 1
Range - 70ft
Recharge time - 16s
Endurance cost - 7.8 (9.75 MM)
Attack types - Smashing_Attack, Ranged_Attack
Effect area - Character
Radius - -
Arc - -
Max targets hit - -
Entities affected - Foe
Entities autohit - -
Target - Foe
Target visibility - Line of Sight
Notify mobs - Always
Code:Controller: 14.9s Held (mag 3) Defender: 11.92s Held (mag 3) Corruptor/Mastermind: 9.536s Held (mag 3)
Disruptor Field
PBAoE Ally +Resist(Psionics, Energy, Slow), +Protect(Immobilization, Hold)
You surround yourself and nearby allies in a field of electromagnetic energy that weakens psionic and energy attacks, and disrupts the effects of Immobilizations and Holds. Disruptor Field also increases your resistance to attacks that slow your movement and actions.
Type - Toggle
Accuracy - 1
Range - -
Recharge time - 15s
Endurance cost - 0.26 (0.325 MM)
Attack types - -
Effect area - Sphere
Radius - 25ft
Arc - -
Max targets hit - 255
Entities affected - Friend
Entities autohit - Friend
Target - Caster
Target visibility - Line of Sight
Notify mobs - Always
Code:Defender: 15% Res(Psionic) 10% Res(Energy) -8.66 Immobilize, Held 86.6% Res(Slow) Controller/Corruptor: 11.25% Res(Psionic) 7.5% Res(Energy) -6.92 Immobilize, Held 69.2% Res(Slow) Mastermind: 11.25% Res(Psionic) 7.5% Res(Energy) -5.2 Immobilize, Held 52% Res(Slow)
Ferromagnetic Field
Location AoE Foe -Speed, -Recharge, -Resistance(All), -Fly, -Jump, Electronic Damage vs. Robots
You create a powerful magnetic field at a target location that weakens foes' armor and makes it harder for foes to pick their feet up off the ground, effectively lowering their resistance to damage and slowing their movement and actions. Additionally, robotic foes will slowly take bonus energy damage as the electromagnetic field disrupts their electronics.
Type - Click
Accuracy - 1
Range - 80ft
Recharge time - 90s
Endurance cost - 18.2 (22.75 MM)
Attack types - -
Effect area - Location
Radius - -
Arc - -
Max targets hit - -
Entities affected - Caster
Entities autohit - Caster
Target - Location
Target visibility - Line of Sight
Notify mobs - Always
Code:Defender: Summon (FerromagneticFieldPet_DC) for 45s -90% MovementSpeed every 5s for 45s -30% RechargeSpeed every 5s for 45s -30% Resistance(All) every 5s for 45s -10 Fly every 5s for 45s -Jump every 5s for 45s 0.1 Energy Damage if target is Electronic every 5s for 45s Controller: Summon (FerromagneticFieldPet_CM) for 45s -90% MovementSpeed every 5s for 45s -30% RechargeSpeed every 5s for 45s -22.5% Resistance(All) every 5s for 45s -10 Fly every 5s for 45s -Jump every 5s for 45s 0.1 Energy Damage if target is Electronic every 5s for 45s Corruptor/Mastermind: Summon (FerromagneticFieldPet_CM) for 45s -67.5% MovementSpeed every 5s for 45s -22.5% RechargeSpeed every 5s for 45s -22.5% Resistance(All) every 5s for 45s -10 Fly every 5s for 45s -Jump every 5s for 45s 0.1 Energy Damage if target is Electronic every 5s for 45s
EM Burst
PBAoE Foe Stun, Energy Damage vs. Robots
You release a short-range electromagnetic burst that disrupts the motor functions of your foes. Most enemies will be stunned for a good while after being subjected to this attack. Additionally, robotic foes will take moderate energy damage.
Type - Click
Accuracy - 0.8
Range - -
Recharge time - 45s
Endurance cost - 15.6 (19.5 MM)
Attack types - Energy_Attack, AOE_Attack
Effect area - Sphere
Radius - 20ft
Arc - -
Max targets hit - 16
Entities affected - Foe
Entities autohit - -
Target - Caster
Target visibility - Line of Sight
Notify mobs - Always
Code:Controller: 14.9s Stun (mag 2) 14.9s Stun (mag 1) (40% Chance) 1 Energy Damage if target is Electronic Defender: 11.92s Stun (mag 2) 11.92s Stun (mag 1) (40% Chance) 1 Energy Damage if target is Electronic Corruptor/Mastermind: 9.536s Stun (mag 2) 9.536s Stun (mag 1) (40% Chance) 1 Energy Damage if target is Electronic
Bombardment
Location AoE Foe High Dam(Smashing/Lethal), Knockup, Knockdown, Summon Metal Shards
You turn a target location in to a volatile field of electromagnetism. Large pillars of metal will be immediately and violently forced up from the ground, dealing good damage and knocking many enemies in to the air. Afterwards, smaller pillars will continue to be forced upwards, continously knocking enemies down and potentially scattering sharp, metal shards that will damage and slow your foes.
Type - Click
Accuracy - 1
Range - 60ft
Recharge time - 300s
Endurance cost - 23.4 (29.25 MM)
Attack types - -
Effect area - Location
Radius - -
Arc - -
Max targets hit - -
Entities affected - Caster
Entities autohit - Caster
Target - Location
Target visibility - Line of Sight
Notify mobs - Always
Code:Defender/Controller/Corruptor/Mastermind: Summon (BombardmentPet_Damage) 0.82 Smashing Damage 0.82 Lethal Damage +4 Knockup Summon (BombadmentPet_KD) +0.67 Knockback (5% Chance) every 0.2s for 20s Summon (Metal_Shards) (5% Chance) every 0.2s for 20s 0.05 Lethal damage every 1s for 20s -70% RunSpeed -Jump
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My first time suggesting a powerset, so be kind, please. :B
Probability Distortion
You manipulate the fate of your battles like no other. You sway the outcome of any fight by directly, or sometimes indirectly, moving the odds in to your favor. Probability Distortion features buffs and debuffs that have the potential to greatly turn the tide in any fight.
Jinx
Single Target Foe -Defense, -Resistance(All)
You jinx a single foe, burdening them with a streak of bad luck that leaves them more easily injured. Jinx debuffs a targets Defense and Damage Resistance, making them easier to hit and more vulnerable to your attacks.
Type - Click
Accuracy - 1.2
Range - 80ft
Recharge time - 16s
Endurance cost - 7.8 (9.75 MM)
Attack types - Ranged_Attack
Effect area - Character
Radius - -
Arc - -
Max targets hit - -
Entities affected - Foe
Entities autohit - -
Target - Foe
Target visibility - Line of Sight
Notify mobs - Always
Code:Defender: -25% Defense for 20s -20% Resistance(All) for 20s Controller/Corruptor: -20% Defense for 20s -15% Resistance(All) for 20s Mastermind: -15% Defense for 20s -15% Resistance(All) for 20s
Roulette
Single Target Ally +Defense(All), Chance for +Resistance(All), +Damage(All), +ToHit, +Recharge
You randomly alter the probability fields around a single ally, potentially making them unstoppable. Roulette has a chance to buff an ally in many ways, including increasing their damage, tohit chance, attack rates and damage resistance, though none of these effects are guaranteed. Roulette will always grant a moderate defense buff.
Type - Click
Accuracy - 1
Range - 80ft
Recharge time - 60s
Endurance cost - 10.4 (13 MM)
Attack types - -
Effect area - Character
Radius - -
Arc - -
Max targets hit - -
Entities affected - Friend
Entities autohit - Friend
Target - Friend
Target visibility - Line of Sight
Notify mobs - Always
Code:Defender: 10% Defense(All) for 120s Grant "Roulette_ResistanceBuff" (25% Chance) 15% Resistance(All) for 120s Grant "Roulette_ToHitBuff" (20% Chance) 12.5% ToHit for 120s Grant "Roulette_DamageBuff" (50% Chance) 30% Damage(All) for 120s Grant "Roulette_RechargeBuff" (20% Chance) 20% RechargeSpeed for 120s Controller/Corruptor: 7.5% Defense(All) for 120s Grant "Roulette_ResistanceBuff" (25% Chance) 11.25% Resistance(All) for 120s Grant "Roulette_ToHitBuff" (20% Chance) 10% ToHit for 120s Grant "Roulette_DamageBuff" (50% Chance) 24% Damage(All) for 120s Grant "Roulette_RechargeBuff" (20% Chance) 20% RechargeSpeed for 120s Mastermind: 7.5% Defense(All) for 120s Grant "Roulette_ResistanceBuff" (25% Chance) 11.25% Resistance(All) for 120s Grant "Roulette_ToHitBuff" (20% Chance) 7.5% ToHit for 120s Grant "Roulette_DamageBuff" (50% Chance) 18% Damage(All) for 120s Grant "Roulette_RechargeBuff" (20% Chance) 20% RechargeSpeed for 120s
Lucky Streak
Single Target Ally +Special
You dramatically boost the luck of a single ally, increasing the strength of the secondary effects of many of their powers, including defense buffs, tohit buffs, mez durations, heals and endurance drains.
Type - Click
Accuracy - 1
Range - 80ft
Recharge time - 60s
Endurance cost - 7.8 (9.75 MM)
Attack types - -
Effect area - Character
Radius - -
Arc - -
Max targets hit - -
Entities affected - Friend
Entities autohit - Friend
Target - Friend
Target visibility - Line of Sight
Notify mobs - Always
Code:Controller: 93.15% Special for 15s Defender/Mastermind: 74.5% Special for 15s Corruptor: 55.9% Special for 15s
Fortuity
Single Target Foe -Regeneration, -Recovery, -Endurance, Ally +Renegeration, +Recovery
You stricken a single foe with misfortune, draining a bit of their endurance and stripping away some of their ability to regenerate their wounds and recover their endurance. Some of your foe's lost regeneration and recovery will then be granted to either a single ally or yourself if you're close enough to the targeted foe.
Type - Click
Accuracy - 1
Range - 80ft
Recharge time - 90s
Endurance cost - 10.4 (13 MM)
Attack types - Ranged_Attack
Effect area - Character
Radius - -
Arc - -
Max targets hit - -
Entities affected - Foe
Entities autohit - -
Target - Foe
Target visibility - Line of Sight
Notify mobs - Always
Code:Defender/Controller/Corruptor/Mastermind: -500% Regeneration for 30s -200% Recovery for 30s -15 Endurance Summon (Fortuity_Buff) +100% Regeneration for 30s +40% Recovery for 30s
Snake Eyes
Cone Foe -Damage, -Special, Knockdown
Your gaze curses your foes in a wide arc in front of you with bad luck. Snake Eyes will cause all your enemies attacks to be weaker and will also reduce the strength of some of their secondary effects, while some enemies may even slip and fall.
Type - Click
Accuracy - 1
Range - 60ft
Recharge time - 45
Endurance cost - 15.6 (19.5 MM)
Attack types - AOE_Attack
Effect area - Cone
Radius - 60ft
Arc - 90 degrees
Max targets hit - 16
Entities affected - Foe
Entities autohit - -
Target - Foe
Target visibility - Line of Sight
Notify mobs - Always
Code:Defender: -25% Damage(All) for 20s -37.25% Special for 20s 0.67 Knockback (80% Chance) Controller: -20% Damage(All) for 20s -46.58% Special for 20s 0.67 Knockback (80% Chance) Corruptor: -20% Damage(All) for 20s -27.95% Special for 20s 0.67 Knockback (80% Chance) Mastermind: -15% Damage(All) for 20s -37.25% Special for 20s 0.67 Knockback (80% Chance)
Serendipity
PBAoE Team +Defense(All), +Protect(Knockback)
You warp the probability fields in a large area around yourself to be in your favor. You and nearby allies will find yourselves evading some attacks without even meaning to and will be less likely to lose your balance or be knocked from your feet.
Type - Toggle
Accuracy - 1
Range - -
Recharge time - 15s
Endurance cost - 0.26 (0.325 MM)
Attack types - -
Effect area - Sphere
Radius - 25ft
Arc - -
Max targets hit - 255
Entities affected - Friend
Entities autohit - Friend
Target - Caster
Target visibility - Line of Sight
Notify mobs - Always
Code:Defender: 10% Defense(All) -4 Knockback Controller/Corruptor/Mastermind: 7.5% Defense(All) -4 Knockback
Against the Odds
Targeted AoE Foe -Damage(All), -Defense, -ToHit, Ally +Damage
You target an ally surrounded by foes and change their odds of winning. Nearby foes will have reduced damage, defense and chance tohit, and each foe has a chance of granting a small damage buff to your targeted ally and any other allies nearby, including yourself.
Type - Click
Accuracy - 1
Range - 70ft
Recharge time - 120s
Endurance cost - 10.4 (13 MM)
Attack types - AOE_Attack
Effect area - Sphere
Radius - 15ft
Arc - -
Max targets hit - 10
Entities affected - Foe
Entities autohit - Friend
Target - Friend
Target visibility - Line of Sight
Notify mobs - Always
Code:Defender: -25% Damage(All) for 30s -15% Defense for 30s -12.5% ToHit for 30s Summon (AgainstTheOddsPet_Defender) 3.125% Damage(All) for 30s Controller/Corruptor: -20% Damage(All) for 30s -12% Defense for 30s -10% ToHit for 30s Summon (AgainstTheOddsPet) 2.5% Damage(All) for 30s Mastermind: -15% Damage(All) for 30s -9% Defense for 30s -7.5% ToHit for 30s Summon (AgainstTheOddsPet_MM) 1.875% Damage(All)f or 30s
Backfire
Location AoE Confuse
You manipulate the probability fields at a target location, occasionally causing your foes' attacks to hit each other.
Type - Click
Accuracy - 1
Range - 80ft
Recharge time - 120s
Endurance cost - 15.6 (19.5 MM)
Attack types - -
Effect area - Location
Radius - -
Arc - -
Max targets hit - -
Entities affected - Caster
Entities autohit - Caster
Target - Location
Target visibility - Line of Sight
Notify mobs - Always
Code:Defender/Controller/Corruptor/Mastermind: Summon (BackfirePet) 1.5s Confuse (mag 3) (8% Chance) every 0.5s for 20s
Turn the Tables
PBAoE Foe Knockdown, -Defense, -ToHit, Ally +Defense, +ToHit
You dramatically distort the probability fields directly around yourself, draining luck from your foes and channeling it in to your allies. All foes within this area will have decreased defenses and chances to hit, and will occasionally slip and fall if they remain within your altered probability field. All allies nearby when you activate Turn the Tables will have increased defenses and greater tohit chances for each foe within range for a good while.
Type - Click
Accuracy - 1
Range - -
Recharge time - 300s
Endurance cost - 15.6 (19.5 MM)
Attack types - -
Effect area - Character
Radius - -
Arc - -
Max targets hit - -
Entities affected - Caster
Entities autohit - Caster
Target - Caster
Target visibility - Line of Sight
Notify mobs - Always
Code:Defender: Summon (TurnTheTables_DebuffPet_Defender) for 30s +0.67 Knockback every 0.5s for 30s -25% Defense every 0.5s for 30s -25% ToHit every 0.5s for 30s Summon (TurnTheTables_BuffPet_Defender) 1.25% Defense(All) for 30s 1.25% ToHit for 30s Controller/Corruptor/Mastermind: Summon (TurnTheTables_DebuffPet) for 30s +0.67 Knockback every 0.5s for 30s -20% Defense every 0.5s for 30s -20% ToHit every 0.5s for 30s Summon (TurnTheTables_BuffPet) 1.0% Defense(All) for 30s 1.0% ToHit for 30s
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Well, due to an unfortunate series of events, I haven't been able to send out Christmas cards. BUT everyone can expect Happy New Years cards in their place. :B
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Sonic Attacks & Sonic Resonance: I generally like these sounds, but it would be nice if they were more consistent. Some sound artificial, some sound bestial, and some sound like an adrogynous person yelling. Together, they don't fit any one theme as easily as other sets. Not to mention some of them include high-pitched effects which can be a little ear-splitting.
Kinetic Melee: Anyone that was in Beta for GR knows I don't like the current sounds and much preferred the original sounds (for anyone curious, the original sounds can be heard in that PAX video that showed KM a loooong time ago). The current effects sound like racecars or jets taking off, and don't go with the visuals of the powers at all. It makes me more than a little sad that we ended up with these sounds, from what I saw, in order to please a minority of players that needed to hear an explosion everytime their fists hit an enemy, and then when the majority requested the original sounds back, we were told it was too close to release to change them again. -
I'm Trickshooter and I'm the best Trick Arrows Defender on the Citadel.
I mean in the game.
I mean on the Citadel. -
Quote:Just checked and it's not a bug with Sonic Resonance, the Mutant/Magic Resist Damage DO (Cord) is bugged, as it's missing a value for Toxic damage.Well, apparently IOs are working for toxic resistance on the defender. It's not working for the magic/mutant DOs this guy mostly has. Not sure if SOs are working.
Sounds like an odd bug to have, if it only doesn't work on DOs. Can't test SOs on this guy yet, no one in Guardian chat has tested SOs yet.
It's crazy to think that it's been this way for 6 years and no one noticed till now. -
Quote:Well, while I currently like the sonic sounds, I would like to see options to allow a little more consistency on a character.Yeah. The sounds aren't exactly consistent, and if they're coming from a female character they're just ridiculous. We know there are gender-specific sound files (see male vs female tank "taunt.") Howl, to me, doesn't fit at *all.*
I'd love to see (hear) alternate sounds, different ones for female characters, and perhaps an alternate animation... like, say, using the Goldbrickers or Council Force gun (and appropriate sounds.)
(Yes, I do have sonic characters, including a sonic/sonic at 41. It's still annoying.)
Not just gender, but allowing the player to pick how exactly their "sonic" powers are generated. Currently, some sound vocal (Scream, Howl, Dreadful Wail), while others just sound like... sound effects (Shriek, Shout, Screech, Siren's Song, Shockwave).
A character whose sonic powers come from their vocal chords wouldn't necessarily make the sounds you hear from Shout or Shockwave, and a character whose sonic powers are generated any other way might not make the sounds you hear in Scream or Howl.