Body Mastery: Blaster Secondary


Angelxman81

 

Posted

My attempt at a Martial Arts style Secondary for Blaster. My comments and thoughts below. Every single animation is already in the game, with the toggles easily getting basic animations.

1) Cobra Strike
*Same as Powerpush, replace KB with Mag 3 Stun*

2) Storm Kick
*Same as Scrappers*

3) Crane Kick
*Same as Scrappers*

4) Focus Chi
*Same as Build Up*

5) Dragon's Tail
*Same as Scrappers*

6) Quick Reflexes
*Same as Scrappers*

7) Trained Body
Toggle - End: .325/second
Melee/Range/AOE Defense (5 - 7.5%), with Defense Debuff Resistance

8) Focused Mind
Toggle - End: .325/second
Psi (22.5%), Sleep, Stun, Confuse & Fear Protection (Mag 6-9), +Perception

9) Eagle's Claw
*Same as Stalkers*


Okay, thoughts on it...

The attacks, I don't see as being particularly over powered for Blasters. So, I figure those shouldn't be a problem.

Quickness:

Utility power, some added speed and the slow resist. Nothing over powered really.

Trained Body:

Now this is where I figure I might see some "OMG! WHAT?!" But it has the end cost of Weave, and only provides Positional Defense. So, there wouldn't be any stacking with Defense Epic shields, as they're all Typed Defense. One could possibly argue easier to softcap Ranged Defense, but then, that's already happening (and not hard with ranged sets imo). Defense Debuff Resistance could go easy enough. I just figure someone would say "Defense is useless without the Debuff Resistance"

What I wasn't sure was on the amount of defense. 5 - 7.5% sounds about right. 2 - 3.5% Just sounds to low to be worth the End Cost. I based the END Cost off of Weave, and as a secondary power, I figure it should give better returns.

Focused Mind. Crabs (VEATS) get better Mag Protection and Mez Protection, so I think this would work out okay. Plus, I purposely left out Hold, Immobilize and KB Protection, all of which can be obtained through the SJ pool, so no stacking would be possible.

Not to mention, there's Defiance.

I can see some saying "I'll only take the Tier 1, 6, 7, and 8, and work IO set bonuses around everything and make the uber!" Well...doesn't that happen pretty much with the other Secondaries?

Really, only Trained Body gave me a worry, because I'd see people defense stacking, but then I figure, people would find it easier to go the S/L Route, with the Epic shields giving more of a return.

Maybe want to change Trained Body and Focused Mind around on the Tiers (or put Eagle's Claw earlier and those two later), if the thought is, a Defense Toggle would be that powerful. Defense is nice, and I've had a Ranged Softcapped Blaster, but I didn't think it made the Blaster as tough as a Scrapper or even a Stalker, so I don't think the Defense Toggle makes for any OPedness.

Compared to the other secondaries...

Fire grants more damage period.

Energy will still have it's attractiveness with Energy Damage, a massive get away from me power, CP for End Management, Boost Range and Power Boost as well, have their benefits.

Electricity has Energy Damage, Power Sink, and some nice attacks.

Ice has it's benefits of slows, ice patch, AOE sleep (which is useful for solo).

Mental just adds more solid damage with the love of Drain Psyche.

Devices...well...I'd argue most think Devices is overshadowed by all the other Secondaries.

Thoughts/Comments?


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Body Mastery is the name of an EPP.

Perhaps this should be called "Chi Manipulation" to put it in line with the other Blaster secondary sets.

Overall it looks OK, but I doubt mez protection would be allowed. I think this is probably more plausible:

1. Thunder Kick
2. Storm Kick
3. "Old" Cobra Strike (100% stun chance, minor damage)
4. Focus Chi
5. Crane Kick
6. Some sort of endurance buffing power
7. High Pain Tolerance
8. "Trained Body"
9. Dragon's Tail


Global name: @k26dp

 

Posted

Quote:
Originally Posted by RosaQuartz View Post
Body Mastery is the name of an EPP.

Perhaps this should be called "Chi Manipulation" to put it in line with the other Blaster secondary sets.

Overall it looks OK, but I doubt mez protection would be allowed. I think this is probably more plausible:

1. Thunder Kick
2. Storm Kick
3. "Old" Cobra Strike (100% stun chance, minor damage)
4. Focus Chi
5. Crane Kick
6. Some sort of endurance buffing power
7. High Pain Tolerance
8. "Trained Body"
9. Dragon's Tail
Possibly. Though Fear and Confuse Protection don't really mean much, they're just in for the theme of it.

Sleep I don't find to prevalent either, so really, it would just be the Stun Protection out of the three to be the possible "Hmmm...I don't know if we should allow this" power, but the Protection I suggest is lower than Stalkers/Scrappers so, it's easier for the enemies to stack to overcome.

Looking over your list, I would put Cobra Strike as tier 1 still.

I put Cobra Strike as Tier 1, as all the blaster secondaries had a mez effect power as their tier 1.

Thunder Kick isn't just a mez power, but also a damage (whether or not the DPS of Thundre Kick is great in Martial Arts is not a problem) power. However, I was basically putting it as Old Cobra Strike, just as you did...I just put as Power Push with Mag 3 Stun, as that was simple enough imo.

Neither one being much of a damage power.

Also, I only went with Storm Kick over Thunder Kick, on my suggestion, because I prefere the animation. If they made both Thunder Kick and Storm Kick's animation an option (both havethe same animation time), they could easily pick one and offer both animations OR both animations under a new power name..."Lightning Kick" maybe?

I think it better to keep the END Buffing power to Electric, EM, and Fire. Not all the secondaries have one, and they don't all need one, and I like the idea of END management being a draw for those other sets as well.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

You are both forgetting something.

The Devs do not see Manipulation sets as melee powers. They are supposed to be a set of powers that (a) give the Blaster some additional options, when enemies get too close, and (b) help the Blaster get back out of melee distance.

Mental Manipulation is more of their 'Ideal Manipulation Set.' They certainly aren't going to create another melee heavy set.

So... the question is... how would you create a 'Martial Arts' based manipulation set for Blasters, when you can only use 2, maybe 3 of the Martial Arts attacks? (And one of those has to be Dragon's Tail.)

Also, I really, REALLY doubt that Blasters are going to get a Hard Control for their Tier 1 power in a manipulation set. Immobilize, KB, maybe a Sleep or Fear at best, and those are iffy.

If you can create a set in line with the Devs' current "No more Blapper sets" attitude, then more power to you. I personally don't know how you would do it, without losing the core of what you want.


-This Space Intentionally Left Blank.-

 

Posted

I like it , I like it!


 

Posted

Well, the devs have done it in the past with energy, fire manipulation, etc...
They should do it again for something really worth it to fill a hole in the blaster secondaries for natural non tech based characters.
A 5 melee kicks, an auto-buff power, caltrops, build up, a stealth power and done.
Would be perfect for dual pistols and archery, would look kickass and is needed.
Give this to us NAO


 

Posted

Quote:
Originally Posted by OneWhoBinds View Post
You are both forgetting something.

The Devs do not see Manipulation sets as melee powers. They are supposed to be a set of powers that (a) give the Blaster some additional options, when enemies get too close, and (b) help the Blaster get back out of melee distance.

Mental Manipulation is more of their 'Ideal Manipulation Set.' They certainly aren't going to create another melee heavy set.

So... the question is... how would you create a 'Martial Arts' based manipulation set for Blasters, when you can only use 2, maybe 3 of the Martial Arts attacks? (And one of those has to be Dragon's Tail.)

Also, I really, REALLY doubt that Blasters are going to get a Hard Control for their Tier 1 power in a manipulation set. Immobilize, KB, maybe a Sleep or Fear at best, and those are iffy.

If you can create a set in line with the Devs' current "No more Blapper sets" attitude, then more power to you. I personally don't know how you would do it, without losing the core of what you want.
Well, if they put in the chance for stun like Thunder Kick, that gives it some control aspect. And may be the way to go with it.

Then put the hard control of Cobra Strike at a later tier.

All the other melee powers have things to keep enemies away.

Crane Kick has KB, EC has Stun, DT has the KD.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Angelxman81 View Post
Well, the devs have done it in the past with energy, fire manipulation, etc...
They should do it again for something really worth it to fill a hole in the blaster secondaries for natural non tech based characters.
A 5 melee kicks, an auto-buff power, caltrops, build up, a stealth power and done.
Would be perfect for dual pistols and archery, would look kickass and is needed.
Give this to us NAO
I don't know if we need another set with caltrops myself.

Stealth I think can just be gotten through the Concealment pool.

I love the idea of Quickness for Blasters. It's a damage increase without actually increasing the damage.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Eh, I'm a little uneasy about the defensive powers, especially Quickness, but at this point I'd rather see a "natural non-tech" secondary for Blasters than anything else for that same archetype...

Also, inb4Saist!


 

Posted

Quote:
Originally Posted by Tidbit Jr. View Post
Eh, I'm a little uneasy about the defensive powers, especially Quickness, but at this point I'd rather see a "natural non-tech" secondary for Blasters than anything else for that same archetype...

Also, inb4Saist!
Quickness? that one I didn't see any real problem with. Because of the Slow Resist? I'd call it more of an offensive power, than a defensive power.

And without an END REC power, without proper slotting, this set will burn through END faster. Those toggles, they're not cheap. They're more expensive than any of shield toggles fromt he ARMOR powersets.

I put them at Tough/Weave levels of end drain, for that very reason.

The Toggle that gives defense, I really don't see as a big boon, unless people build around it, like they do every other bit of defense. And I left it at Positional defense, so it couldn't stack with any of the Epic Shields that grant defense (Mace Shield and Ice Armor). It also fit along the lines of SR/Natural style.

Focuses Mind...I knew going in that was an iffy one. I really don't think Stun/Sleep/Fear/Confuse are that big of a deal myself.

Lower Mag Protection than Scrappers/Brutes/Stalkers, and they could always do away with the high mez resist of those other shields.

Seeing as how a /Fire Dom can have Mez protection 100% of the time, be just as good if not better than a Blaster in the damage area, I don't see it as overpowered either.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
I think it better to keep the END Buffing power to Electric, EM, and Fire. Not all the secondaries have one, and they don't all need one, and I like the idea of END management being a draw for those other sets as well.
I was trying to come up with a self-buff that fits the flavor of the set without being mez protection. Basically a "look within yourself to find inner levels of endurance" sort of deal.

Maybe a click power that gives a quick but moderate shot of END or mez protection.


Global name: @k26dp

 

Posted

I've posted this idea in numerous other topics, so this is a copy and paste of what I think is a plausible idea.

Body Manipulation

1. Front Kick (A 300 "This is SPARTA" animation (which exists already) with a high KB effect like that of Power Thrust from Energy Manipulation. Possible alternate animation would be the palm thrust animation of Cobra Strike from Martial Arts.)
2. Storm Kick
3. Dragon's Tail (Much weaker than MA's version, but with an accuracy bonus to ensure the Knockdown)
4. Weakness Exploitation - Click, Ranged Targeted AoE: You analyze and aim for your enemies' weak spots. Each enemy that is hit suffers a -Recovery, -Regen debuff for 20 seconds. This power does not aggro. (Recharge is about the same as Build Up).
5. Focus Chi (a.k.a. Build Up)
6. Adrenaline Rush - Toggle: PBAoE, Foe -DMG, Self +End, Self+Recharge. Borrowing from the idea of Willpower, as you are surrounded by more enemies, your body kicks into overdrive, causing you to take less damage from attacks and increasing your body's ability to continuously attack.
7. Smoke Screen - PBAoE -Acc, -Perception, Self +Special: After activation, each enemy successfully damaged afterward will be confused (Mag. 2, 10 second duration). **This power uses the Smokebomb costume change emote animation, combined with the smoke effect of Smoke Grenade from Devices. Then for the next 10 seconds, each foe you cause damage to is hit with an unstackable Mag 2 Confuse.**
8. War Cry (possibly need a better name) - PBAoE, Foe Fear: You let loose a bellow of power and determination. Surrounding enemies will be intimidated by your tenacity. (Stronger enemies will have a higher resistance).
9. Crane Kick - High DMG, Foe Disorient, Foe Knockback.

A few new powers in there, some of which could probably use some tweaking, but all of them can utilize existing animations. I tried to keep it different enough from devices, without making it too melee heavy. If you'll note, I more-or-less follow the skeleton of Mental Manipulation (which has been noted to be the ideal Manipulation set so far).


@Winter. Because I'm Winter. Period.
I am a blaster first, and an alt-oholic second.

 

Posted

Maybe put in Repel from Kinetics or Repulsing Torrent from Kinetic Melee? If we're going to have Focus Chi, a couple of more chi-based effects wouldn't be that jarring, right? Blasters get Repulsion Field from Force Fields in one of their epic pools, but I don't think it would be that out there to give them an AoE low effect knockback power in the secondary that lets them get out of melee fast.

And how about powers from Ninjutsu? Smoke Flash, the PBAoE placate would work well to get out of melee, even if Blasters don't get the extra damage out of hide.