3 New Powersets


JayLeonHart_EU

 

Posted

I have come up with three powersets that are half new and half Proliferated, So I have tried taking powers from multiple powersets and merging them into new powersets. I have created the following:


STONE ASSAULT

1) Propel Rocks*
2) Stone Fist
3) Landslide" (cone smashing, slow)
4) Propel Boulder*
5) Build Up
6) Tremor
7) Gravel" (AoE smashing, slow, knockdown)
8) Siesmic Smash
9) Fissure

ELECTRICAL CONTROL

1) Electric Fence
2) Shocking Grasp
3) Electiric Barricade^ (AoE Energy DoT, Imobilise, -End)
4) Lightning Clap
5) Shocking Field^ (AoE Energy DoT, hold, -End)
6) EM pulse
7) Charged Ground" (AoE Slow, -End, Knockdown)
8) Lightning Rod^ (Ranged, Enemy Teleport, -End, disorient)
9) Voltiac Sentinel (controllers) Electric Shackles (dominators)

RADIATION MANIPULATION

1) Neutron Cage (ranged energy DoT Immobilise)
2) radiant Brawl" (melee Energy)
3) Choking Cloud
4) Infecting Punch" (melee Energy/Toxic DoT)
5) Build Up
6) EM Pulse
7) Cosmic Smash" (melee Energy DoT, disorient)
8) Enervation" (PBAoE self +Dam, foe -Dam
9) Fallout

*Taken from Legacy Chain Earth NPC's
" Newly Created power possibility
^Modified power of another version


Most of these powers are taken from Manipulation, Melee, Armour, mastery and blast powersets, If you arent sure what they do, look them up on the Paragonwiki

Thaughts, Comments, questions and replacemants are welcomed and appreciated


A total of 14 of my nerves have been harmed in the making of this post...

 

Posted

Stone Assault set looks good - I see no problems there except that perhaps Fissure is a bit controllery for an Assault set, but as it's the T9 that may not be an issue. I'm surprised you didn't use either of the mallets from Stone Melee though.

For Electrical Control I think you mean Shocking Bolt instead of Shocking Grasp for the T2 (i.e. ranged hold rather than melee, to match every other control primary)? And why not just use Electrifying Fences (Mu PPPs) as the AE Immobilise instead of making up a new power, as it would also tie-in name-wise with the T1 ST immob better?

Surprised to see EM Pulse in there as you already have an AE hold right before it at the T5 position and Controller can already get EM Pulse from Rad Emission secondary (and EMP Arrow from /TA) so that will have to change. Possibly replace that with a lower damage version of Short Circuit that has a higher radius and bigger drain effect, as that would give the set some good AE end-drain soft control that could be supplemented with other powers in the set (or with /Kinetic secondary for trollers).

I like the idea of using Lightning Rod with reduced damage and a reliable stun as the T8, but not as a Wormhole-style teleport enemies to yourself, if that’s what you meant. I think this would be kicking Gravity Control while it’s down, as that is one of the few unique things it can do. But then you already have an AE stun at the T4 position, so you need to replace this or that anyway. You can’t have two AEs with the same type of control effect or stacking them will be far too overpowered. If a build can get two stacking AEs from primary and secondary (e.g. taking /Rad or /TA with any controller primary) then that’s a good synergy, but from the same powerset it’s just overpowered.

Charged Ground I’m not sure about, because it seems such a bizarre concept (grounded electricity slowing and knocking down enemies…) - sure, it’s soft control and the set needs that (it has a bit too much hard control atm), but thematically I don’t like it.

I’m also rather confused why you think Controllers and Dominators need different versions of this powerset - the fact that Dominators get Voltaic Sentinel anyway in /Elec secondary should have told you it’s unsuitable for the primary of both doms and controllers, as it’s an un-targetable moving turret more than an actual pet. Also why give Dominators another ST hold at T9? You’d basically be making this the default primary for all PvP dominators. Just stick in a Gremlin pet as the T9 (or 2 or 3 of them at -1 or -2 level so they’re rather Imp-like), like the ones in Cap au Diable, and be done with it.

Rad Manipulation looks ok - though you should probably use Contaminated Strike and Radioactive Smash as the first two radioactive melee attacks as they are already in-game (used by Shivans), but Cosmic Smash as the 3rd sounds good, but maybe it should be at the T8 or T9 position.

EM Pulse is far too powerful to be on a Blaster though - Blasters do not get given AE holds - besides there is an EM Pulse already in Electrical Mastery (with long rchg and nerfed to being a disorient rather than a hold). So that needs to change. Enervation might be too powerful, but you haven’t given me enough information to tell - what radius, what recharge, and what numbers were you thinking for the -dam and +dam? Make it too good and it will just become the default set for blasters wanting to do the most damage.

I think Choking Cloud would be fine on Blasters, even though Corrs/Defs/Controllers might moan - but I have it on my Fire/Rad corr and I don’t think it would be too overpowered on Blasters seeing as it can’t be slotted for Acc and will be less useful without Rad Infection’s -def (it’s not majorly reliable even with RI and tons of global Acc & +ToHit - I think of it more like an armour toggle, some damage mitigation), though I suppose having Irradiate from a Rad Blast primary and/or running Tactics would help it to hit. It would need an effort on the part of the player to make it useful though, so I think it’s fine.

I’m rather ambivalent about Fallout being at the T9 - actually apathy might describe my feelings about that better. I never took it on my /Rad, but with it’s notable drawback (needing a dead teammate) I don’t think it would be overpowered on a Blaster either - but then I also don’t think many players would take it either. But hey, a set having a skippable power isn’t the end of the world

Btw these are 3 separate suggestions so should really have been in 3 separate posts for clarity. Don’t worry about it looking like you’re spamming too many suggestion posts at the forum - too late to worry about that anyway


 

Posted

Thanks for the Info, Theres alot I didnt know about this, but I have 3 points to make about some of my power choices.

I had chosed Fallout as it would be too powerful if it was another PBAoE killing blast, so I had to find something with a twist to even it out

Charged Ground is basically an Electric version of Ice slick, only with a -End effect too, I put it in to even the powerset out from being mostly attacks

I didnt Choose the Mallets because that would end up with too much knockback in the powerset, which wouldnt help at all being that the enemies are going to be held by the primary anyway.

Other than those three, most of what you are small errors that I had put in. Also, the fact that all 3 suggestions are in one is because they all Tie into the same concept.

Well thanks for that Valkryst, hopefully the powersets are alot clearer


A total of 14 of my nerves have been harmed in the making of this post...

 

Posted

[ QUOTE ]
Charged Ground is basically an Electric version of Ice slick, only with a -End effect too, I put it in to even the powerset out from being mostly attacks

[/ QUOTE ]
Yeah I guessed you'd modelled it on Ice Slick/Patch or Earthquake, I just didn't see how electricity could have those effects even using pseudo comics science. In real science sending electricity into the ground is what you do to dissipate the charge, hence real lightning rods and the "earth" wire in electric plugs

[ QUOTE ]
I didnt Choose the Mallets because that would end up with too much knockback in the powerset, which wouldnt help at all being that the enemies are going to be held by the primary anyway.

[/ QUOTE ]
Well the mallets do knockdown anyway (knockback of mags lower than 1.0 do knockdown, just in case you're getting your info from Mids or real numbers in-game - the only time that isn't true is against lower level enemies than yourself). Oh and not all primary set controls block knockback/up anyway (some do, others don't - check Mids or real numbers if not sure), which /Storm controllers can make use of to herd controlled foes into a corner for AEs.

But yeah, I'm not fussed about not having the mallets anyway as I don't really like their animation/looks - I just thought another melee attack might have been nice considering Dominators have a higher base damage modifier for melee than range (and boy does my /Psi dom feel that lack of melee attacks) - but with Castle looking at dominators soon and ruminating that he might spread the damage bonus from domination to all attacks out of domination that may not stay true for long anyway.


 

Posted

I like these powersets (Especially Stone Assualt =D)


 

Posted

[ QUOTE ]
ELECTRICAL CONTROL

1) Electric Fence
2) Shocking Grasp
3) Electiric Barricade^ (AoE Energy DoT, Imobilise, -End)
4) Lightning Clap
5) Shocking Field^ (AoE Energy DoT, hold, -End)
6) EM pulse
7) Charged Ground" (AoE Slow, -End, Knockdown)
8) Lightning Rod^ (Ranged, Enemy Teleport, -End, disorient)
9) Voltiac Sentinel (controllers) Electric Shackles (dominators)

[/ QUOTE ]

I'd go for something similar:

1) Electric Fence
2) Electric Shackles
3) Electiic Fences
4) Lightning Clap
5) Lightning Field
6) Short Circuit
7) Electromagnetic Emanation (EM Pulse with a new name )
8) Lightning Rod (OK, this is just wishful thinking)
9) Electric Gremlins (3 at -1 to you, just like Fire Imps)

OK, so #8 won't happen. How about an AoE version of Chain Induction? That would be fun!

I also noticed when I previewed my reply that Electric and Lightning come up a few times


@Jay Leon Hart
Kerensky: this has nothing to do with underwear
Zwillinger: I put on my robe and wizard hat...
Synapse: I had to resist starting my last post off with "Yo dawg!"

 

Posted

A chain induction type power wich was mostly sleep or stun would be good for Electric Control (which I think is likely, given that doms already have electric assault).


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