New melee set.
I for one am absolutely STOKED for this, it looks fantastic and I've already got a character in mind for it.
My only request to the devs is that, not with GR, just somewhere relatively soon down the line, with an upcoming round of proliferation, they give us a variation on it for a Blaster secondary. Most blaster secondaries are very melee oriented (Energy manip, Elec Manip, Fire manip) and if they gave us something with a few of the melee attacks and a variation on siphon power for the build up move, possibly toss in a gravity-style immob for thematic and archetypical uniformity, it would pair FANTASTICALLY with Psi blast for an offensive-themed psychic charcter. My biggest beef with Psi blast is the lack of any really cool looking telekinesis attacks and this would fill that hole in my heart. Psi blast for telepathy, and kinetic melee for telekinesis and you'd have a rather effective Jean Grey style psychic (doubly so with pyre mastery, heh). It would make a fantastic bit of mitigation too with the knockup/knockback that comes inherent to it as blasters can use all the mitigation they can get.
And it'd take SKILL to use. Wow how bout I be challenged in this game besides upping my difficulty settings besides +3 or +4 mobs spawned for a team of 8.
|
Even if it was decided that a siphon based survivability set were needed, I can assure you that it wouldn't be modeled after the existing Kinetics set. It would probably have a definite mez toggle, 2 def or res toggles to provide baseline survivability, 1 passive survivability power, 1 QoL power (re: Quickness/Temp Prot/Quick Recovery/etc), and then 4 click powers (likely 1 similar to Dark Regen, 1 similar to Eclipse for either def or res, 1 that's a clone of Repel, and 1 that's similar to Dark Consumption). Of course, the problem with all of this is that you quickly get into a situation where you're either bouncing god modes or you're alternating period of useless and badass.
If the devs were going to implement an click based survivability set, I would probably make it static benefits similar to what */Regen has. I actually did a write up for a Sonic Defense set that was built around the idea of a decent bit of baseline +res from passives and toggles augmented by +res click powers with varying uptimes and secondary benefits (+dam, +def, +regen, and none, respectively). There isn't really a decent precedent anywhere for the use of a buff/debuff set to provide anything remotely close to a structure for a personal survivability set.
It would also be ridiculously weak on survivability. The only survivability contributions you've got going on are a self defense/res toggle, a def/res siphon, a mez siphon, and a self heal. Fiery Aura has more survivability contribution than that, and */Regen provides a better structural design for a set that requires skill to perform with.
|
25% baseline resist to all toggle. Stackable +resist attack. 10% resist per stack. You could build the set to be survivable.
Even if it was decided that a siphon based survivability set were needed, I can assure you that it wouldn't be modeled after the existing Kinetics set. It would probably have a definite mez toggle, 2 def or res toggles to provide baseline survivability, 1 passive survivability power, 1 QoL power (re: Quickness/Temp Prot/Quick Recovery/etc), and then 4 click powers (likely 1 similar to Dark Regen, 1 similar to Eclipse for either def or res, 1 that's a clone of Repel, and 1 that's similar to Dark Consumption). Of course, the problem with all of this is that you quickly get into a situation where you're either bouncing god modes or you're alternating period of useless and badass. |
If the devs were going to implement an click based survivability set, I would probably make it static benefits similar to what */Regen has. I actually did a write up for a Sonic Defense set that was built around the idea of a decent bit of baseline +res from passives and toggles augmented by +res click powers with varying uptimes and secondary benefits (+dam, +def, +regen, and none, respectively). There isn't really a decent precedent anywhere for the use of a buff/debuff set to provide anything remotely close to a structure for a personal survivability set. |
Are you implyin that we shouldnt have gotten those sets or they werent needed?
My favorite combo is Faceplant/DebtCap with the TeamWipe Ancillary
|
I see what the Devs are doing hey we are nerfing this IO set hey look at the new shiny toy coming.
What was castle saying about BOTZ again; um who cares Kinetic Melee
Don't look at the light I can not resist; don't look at the light
Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA
So if I understand Umbra's mech, he wants something like defiance from blasters, but instead of buffing subsequent powers on an activated basis they would be charged/saved like in a "capasitor" or sorts (along with the secondary effect) and discharged with a "finishing" attack. Okay! Going to happen - IDK. Kudos on the thought, tho; it is nice.
I dont really care for that many "leaching" buffs. I'd take so long getting myself ready in midst of battle, everything would be dead and thats not....scrappery. The neat thing on regen is that they're not baddie dependant. Sounds a lot like an ice/dm tank. Hmm... now that I put it that way... lol.
Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server
So, if it's supposed to be a melee set, it's not so much Ken and Ryu, but Dan?
|
Even if it was decided that a siphon based survivability set were needed, I can assure you that it wouldn't be modeled after the existing Kinetics set. It would probably have a definite mez toggle, 2 def or res toggles to provide baseline survivability, 1 passive survivability power, 1 QoL power (re: Quickness/Temp Prot/Quick Recovery/etc), and then 4 click powers (likely 1 similar to Dark Regen, 1 similar to Eclipse for either def or res, 1 that's a clone of Repel, and 1 that's similar to Dark Consumption). Of course, the problem with all of this is that you quickly get into a situation where you're either bouncing god modes or you're alternating period of useless and badass.
|
Castle said:
http://boards.cityofheroes.com/showt...21#post2731321 Very technical description. Elegant, too. |
Give a small resist/defense toggle and an attack that increases resist/def more. Not really that big a deal.
Kinetics in general lines up pretty favorable to a melee set. This is all from memory, bare with me here if powers arent in the right order. tier 1 siphon power = build up type power tier 2 transfusion = self heal tier 3 siphon speed = +recharge buff tier 4 increase density = self resist/defense toggle tier 5 Inertial Reduction = free travel power please! tier 6 speed boost = scrap for another power (mez attack power) tier 7 repel = ok scrap this for another power (more resist/def attack) tier 8 tranference = endurance replenisher tier 9 fulcrum shift = another super build up/damage debuff Its really not that complicated. It'd be like no armor set we currently have. And it'd take SKILL to use. Wow how bout I be challenged in this game besides upping my difficulty settings besides +3 or +4 mobs spawned for a team of 8. |
Why not just play a mind/kin troller it be basically what it feel like
Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA
OMG! I was quoted by a redname?
But I was only partially joking. The term is correct but when I was practicing Tai Chi, my instructor always poked me to say name 'in chinese'
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
i honestly dont know why they chose kinetic melee, since we already have an energy melee
|
BaB: Hey Castle, I got the new guy working on some ultra cool new melee animations for MA. I think Arcana is really going to like these.
Castle: Yeah, I finally worked out a new set of secondary effects for MA too. Its got everything: end management, heals, buffs, debuffs. Arcana is going to flip out when these go in.
BaB: ...
Castle: ...
Bab: You're not going to give these to MA, are you?
Castle: <smiles> Got the new guy working on a Kinetic set already.
BaB: Arcana is going to rip off your head and &!#* down your neck.
Castle: Yeah. God I love this job. Wait'll the intern finishes up that Elusivity-based bullet-time secondary.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
In one little corner of the universe, there's nothing more irritating than a misfile...
(Please support the best webcomic about a cosmic universal realignment by impaired angelic interference resulting in identity crisis angst. Or I release the pigmy water thieves.)
From what I saw of the video... the animations looked long and ... well.. a bit confusing? Not unlike my opinion of dual pistols. They didn't look like they had much flow to them... It reminded me of some of those superpowered DragonballZ attacks that took 3 full episodes to complete the animation. But its probably too early to judge that kind of thing.
I gotta make pain. I gotta make things right. I gotta stop what's comin'. 'Least I gotta try.
The animations with reguard to the "preparation" to attack look like the where barrowed from the CoT trying to tap the souls of fallen foes like in a lot of places in CoV esp in the cemetary in Sharkhead and Pork Oak near the fort. Then some attacks that were new some old: very Tai Ji, Ba Gua*, "soft-style" Kung-Fu. Some of it still looked like interestingly edited footage. In short still way early to judge.
*guess we cant say truely Ba Gua because we cant tell if the foot work marks off the Tai-ji (yin-yang) symbol. Im just saying a lot of it looks like the trap-absorb-return fluidity.
Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server
From what I saw of the video... the animations looked long and ... well.. a bit confusing? Not unlike my opinion of dual pistols. They didn't look like they had much flow to them... It reminded me of some of those superpowered DragonballZ attacks that took 3 full episodes to complete the animation. But its probably too early to judge that kind of thing.
|
Virtue: @Santorican
Dark/Shield Build Thread
Virtue: @Santorican
Dark/Shield Build Thread
It strikes me in the same vein as Force Unleashed. Which is kind of awesome. Long animations don't doom a set as long as the DPA is competitive. In fact, often one or two long attacks with excellent DPA can actually mean the set has a great attack chain with less recharge. Just don't pair it with Regen or suffer Shadow Maul death. Anyone who runs Dark/Regen probably knows what I mean.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
Good luck with that.
Kinetics in general lines up pretty favorable to a melee set.
This is all from memory, bare with me here if powers arent in the right order.
tier 1 siphon power = build up type power
tier 2 transfusion = self heal
tier 3 siphon speed = +recharge buff
tier 4 increase density = self resist/defense toggle
tier 5 Inertial Reduction = free travel power please!
tier 6 speed boost = scrap for another power (mez attack power)
tier 7 repel = ok scrap this for another power (more resist/def attack)
tier 8 tranference = endurance replenisher
tier 9 fulcrum shift = another super build up/damage debuff
Its really not that complicated.
It'd be like no armor set we currently have.
And it'd take SKILL to use. Wow how bout I be challenged in this game besides upping my difficulty settings besides +3 or +4 mobs spawned for a team of 8.