radiation melee/armor


Bill Z Bubba

 

Posted

So here's a halfbaked idea I had last night. I was playing my plant/rad last night and kinda got thinking that it would be nice to irradiate something with my fist...or foot or whatever implement I might have available. Just a gentle reminder to back up and get that growth checked out after they check you in at the zig.

other options: with the advent of i16 it would be possible to color DM/DA or FM/FA green and call it radiation, problem is that it would end up being a bit fiery or tentacally than the bubbly styled graphics of radiation proper. If we ever get pink pompoms of death those could be colored green and accomplish a similar task. Again this lacks the lingering FX or bubbliness of radiation.

I wont even begin to try and post a concept powerset because that's never really worked out for me.

A few conceptual ideas... You're a walking chernobyl in your wake you leave a trail of mutant super flies and three eyed fish, you glow with enough radiation to light a city block, anything you touch is burned bruised and sickened. If I were to pick a "as seen on TV" representation it would be "Blight" from Batman Beyond. The set/sets function more along the lines of a scrapptroller offering limitless functionality that provides protection but less than stellar damage or similar to DA or FA. Of course we're scrappers so all that really means is that out of other scrappers you deal less damage but anyone else would be green with envy, or maybe they've just become irradiated.


Not familar with terry's nemisis? here's a google of Blight.
http://images.google.com/images?hl=e...-8&sa=N&tab=wi

(grrr where did all the color and linking options go!)


Flame on! or more thematically Radiate...on? yeah lacks the punch...


Roxy On DA...Finally!

 

Posted

I'd love to see radiation melee, Shivans have it so I don't see why not. Also I'd like to see sonic melee, Gold Bricker Lieutenants have it and its similar in animation to super strength but with an added damage resistance debuff.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

I think a melee set would work well with some similar gimmicks to the blast set- -def debuffs and higher accuracy, and catchy sound effects.

Radiation Armour, I'm not sure of... perhaps somewhere between Fire Armor and Dark Armor, with defense and Energy damage.


 

Posted

I can see a rad armor being more of a cross between /DA and Ice. Radiation emission has powers that do almost all debuffs. Between Ice and DA, you have a lot of the debuffs covered in the form of auras. It would make sense to be a def/de buff armor set. Granted, the dmg aura would do nrg dmg instead of neg or cold. No fear effects of course. Stuns, to hit debuffs, -dmg, and -slows would fit the set theme. A self heal, and a tier 9 similar to positron's. I'm not going to even try to make up specific powers though.


"All problems can be solved by throwing enough scrappers at it."

@Riez on Virtue, Protector, Champion, and Exalted server.

 

Posted

I've got an old DM/Regen scrapper named Sewer Monkey. He makes good use of the a grotesque colored smokey aura to appear to constantly emminating a nasty stench. With colorization I would change the black to a brownish green and completely the look.

(note: touch of fear would be refered to as "heh.. smell this")


I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.

 

Posted

Rad Melee would be great. I have always thought they should make rad melee as the AOE alternative to Spines. I mean DeBuff, Aoe, Tons of Procs, and Cool animations. Can we ask for more.


 

Posted

ok, i have brought this up like once a year since CoV was in beta and they took out ice armor. (i said that rad/rad should be it's replacement), Of course no one ever comments on it, and i pray that i don't kill this thread with my bad luck.

first off. i think it should start off being a tanker set. scrapper... ok, meh imo but ok. and i will focus on the armor because the attacks are a given.


it would be a regen/sr/wp hybrid

how it works. picture the defenders powers place onto the caster. so most your debuffs are now pbaoe's. so 1.RI, 2.EF and 3.LR would be toggles of gas around you. before anyone says anything about the holes in this, the benefit might out weigh the loss of a true armor. def's RI gives -30% to-hit which is like have 30% def. and a dmg debuff would be like a resistance armor.

and the buffs in the sets are placed on you. AM would be an auto (maybe split them up to fill out the powers, like 4.quickness and 5.recovery. 6.mutation a self-rez. the 7.heal... a click heal. add a 8.mez armor.

and that leaves u with a 9 tier. i was thinking of something like something like warshade's eclipse. and if that isn't good enough for some reason or thematically correct, add a hold to the move. (for theme, it's like you are getting stronger as everyone else is getting weaker) make the buff last longer and the recharge no effected by recharge ala willpower~shield 9 tier.


any takers this time?


 

Posted

The way I see it, Radiation's signature secondary effect could 'weakness', or -def and -dam.

Radiation Melee's secondary could be mainly -def with a couple of key powers have other effects, like a stun or an energy drain (enemy -end, player +end).

Radiation Armour could be based around resistance with an aura that weakens enemies, giving them a substantial -dam. At range, Rad would be slightly less effective than other resist sets, but in melee it would be slightly better - thus encouraging more close in fighting.

Also, two or more Rads would stack their -dam auras, making the whole team more effective by debuffing damage.

Slap in a heal, a self rez, and a tier 9 that turns you in to a glowing radioactive gas man, and you're done.


 

Posted

Quote:
Originally Posted by Ninelives View Post
ok, i have brought this up like once a year since CoV was in beta and they took out ice armor. (i said that rad/rad should be it's replacement), Of course no one ever comments on it, and i pray that i don't kill this thread with my bad luck.

first off. i think it should start off being a tanker set. scrapper... ok, meh imo but ok. and i will focus on the armor because the attacks are a given.


it would be a regen/sr/wp hybrid

how it works. picture the defenders powers place onto the caster. so most your debuffs are now pbaoe's. so 1.RI, 2.EF and 3.LR would be toggles of gas around you. before anyone says anything about the holes in this, the benefit might out weigh the loss of a true armor. def's RI gives -30% to-hit which is like have 30% def. and a dmg debuff would be like a resistance armor.

and the buffs in the sets are placed on you. AM would be an auto (maybe split them up to fill out the powers, like 4.quickness and 5.recovery. 6.mutation a self-rez. the 7.heal... a click heal. add a 8.mez armor.

and that leaves u with a 9 tier. i was thinking of something like something like warshade's eclipse. and if that isn't good enough for some reason or thematically correct, add a hold to the move. (for theme, it's like you are getting stronger as everyone else is getting weaker) make the buff last longer and the recharge no effected by recharge ala willpower~shield 9 tier.


any takers this time?
first off don't tempt fate...she'll never fall for your bluff. also please note you're on the scrapper forum and they don't frequently take kindly to "scrapper... ok, meh imo but ok" they have some mighty big ego's...

Second i see where you're coming from with tankers...they didn't take away ice armor from tankers though, that came from brutes. The reason brutes always get res instead of def/slow is because it affects the fury bar. So if you give a brute -tohit debuffs they can't build fury anymore. That leaves regen and res buffs and weaken debuffs.

I do agree that having the rad buffs as toggles and autos is generally what the set should consist of not relying so much on armors as debuffing your enemies so much that they can't hit or can't hit hard enough. tohit debuff's are very strong in pve WP RTTC's -tohit is stong enough that i usually don't need to use my melee resist power because anything close enough to use melee is unable to hit me anyway.

The problem with cloud armors is that if you aren't in the cloud you're fine so ranged attacks are going to hurt. You could use mutation as a tier 9. Mutation offers increased damage, chance to hit, Endurance recovery, and attack speed and is protected from XP Debt for 90 seconds. bump those buffs up to teir 9 strength and mutation would have a whole new meaning.

you could reverse the cloud auras too, instead of making them a PBAOE make them single target attacks. Each time you hit something it takes on a cloud of radiation (smaller melee range cloud debuff) while the melee debuff might only stack once or twice the cloud debuff could stack more heavily so as you spread your damage out you get a larger debuff. This could work out well for tanks. radiation auras aggro so as you hit more and more targets you'd draw in more and more aggro. Combined with some shivan style damaging attacks rad/rad scrappers could be the new fire/fire.

Radiation can certainly be a lot of things to tanks and scrappers and perhaps brutes. Which is all the more reason it deserves some more consideration.


Roxy On DA...Finally!

 

Posted

I gotta say Radiation Melee is the one set I'd love to see for scrappers.

A mix of secondary effects that do -def, -res & -regen, well, that's just pure awesome.

A world of AV killing Awesome.

Not sure where you'd balance it out though, after all, so much of the game dynamics are built around AVs being unstoppable beings, and that might be too much power for one single scrapper.


 

Posted

Quote:
Second i see where you're coming from with tankers...they didn't take away ice armor from tankers though, that came from brutes. The reason brutes always get res instead of def/slow is because it affects the fury bar. So if you give a brute -tohit debuffs they can't build fury anymore. That leaves regen and res buffs and weaken debuffs.
Your understanding of fury is incorrect. Fury builds with attacks. Not hits. If it was based on hits, SR and EA would be screwed. They aren't. You build fury from any attack you attempt and any attack attempted against you.

Also, the decision to remove Ice Armor was ridiculous in light of all the other attacks/toggles brutes have access to that shut down enemy attacks. Mudpots and anything with knock, anything with holds, etc.

Quote:
I do agree that having the rad buffs as toggles and autos is generally what the set should consist of not relying so much on armors as debuffing your enemies so much that they can't hit or can't hit hard enough. tohit debuff's are very strong in pve WP RTTC's -tohit is stong enough that i usually don't need to use my melee resist power because anything close enough to use melee is unable to hit me anyway.
RttC's tohit debuff is base -3.75% tohit. It becomes even weaker due to the purple patch.


Be well, people of CoH.

 

Posted

sorry, i didn't know i would confuse anyone by talking about the ice brutes. my bad. yeah, it was the slows and holds that killed the ice brutes fury, not the def. just to be sure, they did not take ice armor away from tanks in CoV.

*back to the rad armor topic*
i do think rad armor would need either +hp power or a +regen power.