Power Set Idea: Martial Prowess (Blaster Secondary)
/signed
I'd tweak a few powers (I'd throw in a smoke bomb similar to /devices but with a chance to placate as opposed to the second set of throwing knives, and I'm a little confused by the +fear added to conserve power. I think maybe I'd swap that for +recharge aspect to it, which fits better conceptually. I may also switch either storm kick or Thunder Strike with a sword/knife based attack, to finally satisfy everyone who wants that in a blaster secondary. This would fit conceptually and also keep it balanced.
Overall though, I think you have a great idea.
People have been asking for more fighter-style Blaster secondaries for a long time now. I don't know why they're not an option, but it seems that's the way the developers want the game to be.
/signed.
This is so much needed, blasters secondaries lacks more options for natural non tech-based characters, and fits perfect with archery, riffle and dual pistols.
Aside from a Brute/Tanker variation of Munitions Mastery this sort of Blaster Secondary is something I've wanted to see since I first got the game a year ago. I love the idea of Throwing Knives being a useful attack rather than a level 1-5 placeholder (though I'm not sold on the immobilize effect).
I can say that when/if they add this, my next four characters would be using it. AR, DP, Fire, and Ice.
The idea is that you're crippling your enemy's mobility with a well-placed throwing knife.
The powers definitely need some tweaking, but the devs definitely need to look into this concept. I know I want it bad.
The idea is that your raw determination and the look in your eye is enough to scare the bejeezus out of some lesser enemies.
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I do have SOME concern over your numbers for Battle Meditation, as well. All blaster secondaries except Devices get a +100% damge, +15% Build Up power which lasts for 10 seconds. This has NO negative effects except that it costs 5.2 end to activate. Devices, the one deviation, gets a toggle that offers a permanent 14% Tohit buff and a massive perception increase instead of the damage buff, with no negative effects except a heavy end cost. Your power, which I -love- conceptually by the way, offers the following:
1. Increase your +ToHit (+10%), +DMG (+50%) at the expense of -RES (-20%), -DEF (-10%),
2. Increase your +RES (+10%), +DEF (+10%) at the expense of your -ToHit (-10%), -DMG (-25%)
3. Increase your +Recovery (+50%) at the expense of your -Regen (-50%),
4. Increase your Regen (+50%) at the expense of your recovery (-50%)
In essence, not only would you be expending the endurance of a toggle like Targetting Drone, but you're being gimped in some pretty massive ways for LESS of a damage or accuracy buff than any other blaster secondary set. Sure, you can also boost your defense, etc, but like Build up in other secondaries, In Energy Manipulation, powerboost can increase your defense or resistance based powers MORE than the buff you're getting from Battle Meditation, and without the massive -tohit and -dmg components. Drain Psyche can boost your regen -and- recovery more, etc.
I think the concept is fine, but I think the numbers here are off. The "penalty" is too high for the benefit. You could reduce the penalties to half what they currently are and still avoid what I think you fear: being overpowered. Most blasters would NEVER walk around willing to permanently deal 15% less damage than normal (as opposed to your 25%) just so that they have higher defense and resistance, since they're primarily damage dealers. Most I'm -sure- wouldn't go long term with a 10% defense, resistance, or 50% recovery rate decrease just to get a smaller damage boost than is offered by Build Up. I'd say cut the "penalty" aspects way down, to half what they are now, or I don't know if this power is really "workable" (the same argument people make about targetting drone, even now that it's been buffed.)
If you want to keep the numbers as is, however, what I think would work BEST with this power for playability is to swap it from a toggle to a click, giving it a longer recharge than build up or power boost (say, 90 seconds as opposed to their 60), and then having it last for 25 as opposed to 10. That's long enough to use it in any given pinch long enough to really be useful, which is what this power seems more suited for. That way you avoid the heavy end use of a toggle and the "gimp" factor seems to make more sense. In a pinch you're willing to trade damage and tohit for defense to get out of there, or trade regeneration for recovery fighting these malta, or to snipe that guy from a distance and really hurt him you're willing to trade some defense and resistance for that added second of damage. Even then, I'd either up the benefit or decrease the penalties of this power, though, IMO.
Overall though, I really DO love the concept and think your set sounds really fun.
I made some edits, thanks for the input.
I read the thread title as "Marital Prowess"
Was seriously wondering for a couple seconds what powers could possibly be in that set.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
A natural-themed blaster secondary, Martial Arts should give a blaster decent melee support as well as a few low-level control abilities.
1: Throwing Knife - Ranged Minor DoT (Lethal), Foe Immobilize (mag 3, 100% chance)
Functions as Fire Manipulation Ring of Fire, but with Lethal damage
2: Crane Kick - Melee Moderate damage (Smashing), Foe Knockback (mag 3, 100% chance)
Functions as MA Crane Kick with lower damage and higher knockback chance
4: Caltrops - Location AoE Minor Damage (Lethal), Foe Slow
Functions as Devices Caltrops
10: Battle Meditation: Self Special
Battle Meditation is a toggle that has four modes. Only one mode can be active at a time. The "cooldown" on the toggles is the time it takes before you can switch to another toggle, to avoid micromanaging buffs.
1. Toggle: -DEF (10%), +ToHit (20%), +DMG (40%), 10s cooldown
2. Toggle: +DEF (10%), -ToHit (10%), -DMG (20%), 10s cooldown
3. Click: -Regen (50%), +Recovery (50%), 60s duration, 120s recharge
4. Click: +ToHit (20%), +DMG (80%), 10s duration, 120s recharge
16: Storm Strike - Melee High Damage (Smashing), Foe Knockdown (mag 0.67, 30% chance)
Functions as MA Storm Kick with knockdown in place of higher crit chance
20: Toss Knives - Cone Minor DoT (Lethal), Foe Immobilize (mag 2, 100% chance, mag 3 10% chance)
Cone version of Throwing Knife with lower immob mag
28: Cobra Strike - Melee Minor damage (Smashing), Foe Stun (mag 3, 100% chance)
Functions as old MA Cobra Strike
35: Determination: Self Endurance Discount, +Recharge (20%)
Functions as Conserve Power with 30s duration, 180s recharge, 20% recharge boost for duration
38: Dragon's Tail - PBAoE Moderate Damage (Smashing), Foe Knockdown (mag 0.67, 75% chance)
Functions as MA Dragon's Tail