Powerset Proliferation: /Martial Arts (No new animations needed)


Aggelakis

 

Posted

I'd actually alter the animations a bit so the kicks don't cause redraw. It would look pretty cool using Martial Arts with pistols or a bow in your hand.


 

Posted

Quote:
Originally Posted by Vox Populi View Post
I'd actually alter the animations a bit so the kicks don't cause redraw. It would look pretty cool using Martial Arts with pistols or a bow in your hand.

Yeah, but that's apparently extremely prohibitive and time "wasting". No weapon set syncs with its secondary to the point that click powers cause no redraw, to my knowledge.

I mean, sure, it'd be -great- but IMO this is just better presented and more likely to happen as "low hanging fruit".


 

Posted

I need this badly.


 

Posted

ibtl :P


Don't I know you???

 

Posted

Beyond this being a necro thread, the basic idea of a Manipulation set with MA-style melee attacks has intrigued City-zens for years. I actually had created a Chi Manipulation a few years ago, over in the Lady-Jade's Power Suggestion Box. It was one of my first suggestions, and did not take into account the efficiencies gained in porting over MA powers essentially whole cloth. I think I learned my lesson on porting powers with my Ninjutsu secondary, although its separate melee weapon does make for interesting single and double re-draw. Again, both of these suggestions were made years ago (over 5 and nearly 4, respectively) and could probably stand to be re-done (hey, good idea!).


@NC Thunderbird, @Last Kid Picked
HELP! I can't stop making Alts! Up to 175 now, including: Lutadora, Tess LaCoille, Not Of This World, Lies Behind Stars, Redshift Monk.
Campaigning for title of official "Thread Killer" of the Suggestions & Ideas forum.

 

Posted

I want it!

I doubt that if they did make one, they would have so many attacks in there. I'd suggest the Cobra Strike disorient as the first power to bring the set more in line with the other Blaster secondaries. I've been waiting for this since the first time Maelstrom unleashed an Eagle's Claw on my head.

/signed!


@Joshua.

 

Posted

Quote:
I want it!

I doubt that if they did make one, they would have so many attacks in there. I'd suggest the Cobra Strike disorient as the first power to bring the set more in line with the other Blaster secondaries.
Cobra Strike would work just as well as Crippling Axe Kick, either power would need a damage adjustment. There's actually -less- attacks in this secondary than in several existing blaster secondaries, and it has less "melee" attacks than Energy Manipulation.

Quote:
Beyond this being a necro thread, the basic idea of a Manipulation set with MA-style melee attacks has intrigued City-zens for years. I actually had created a Chi Manipulation a few years ago, over in the Lady-Jade's Power Suggestion Box. It was one of my first suggestions, and did not take into account the efficiencies gained in porting over MA powers essentially whole cloth. I think I learned my lesson on porting powers with my Ninjutsu secondary, although its separate melee weapon does make for interesting single and double re-draw. Again, both of these suggestions were made years ago (over 5 and nearly 4, respectively) and could probably stand to be re-done (hey, good idea!).
Your set suggestions are fine and great, but the entire point of my own suggestion here was a set that does not require any new animation/art time, as it has been pointed out repeatedly lately that time for such things is scarce. Your suggestions have multiple new animations/fx that would need to be created, and then would see little use in being proliferated to other ATs.

I did consider an option of using Ninja Blade instead of MA attacks, but the MA attacks won out because they include alternate animations and involve less weapon redraw.


 

Posted

Quote:
Originally Posted by Haetron View Post
Cobra Strike would work just as well as Crippling Axe Kick, either power would need a damage adjustment. There's actually -less- attacks in this secondary than in several existing blaster secondaries, and it has less "melee" attacks than Energy Manipulation.
Technically, Energy Manipulation has the same number of melee powers, with two only doing minor damage (stronger secondary effects), and none as AoEs.

Since you've taken a look at those two Manipulation powerset suggestions of mine, would you mind taking a look at these two as well?
Radiation Manipulation
Earth Manipulation


@NC Thunderbird, @Last Kid Picked
HELP! I can't stop making Alts! Up to 175 now, including: Lutadora, Tess LaCoille, Not Of This World, Lies Behind Stars, Redshift Monk.
Campaigning for title of official "Thread Killer" of the Suggestions & Ideas forum.

 

Posted

Quote:
Originally Posted by Bradley_IFV View Post
Technically, Energy Manipulation has the same number of melee powers, with two only doing minor damage (stronger secondary effects), and none as AoEs.

Since you've taken a look at those two Manipulation powerset suggestions of mine, would you mind taking a look at these two as well?
Radiation Manipulation
Earth Manipulation
Radiation Manipulation is a good choice, thematically, because you can then pair it with Radiation Blast, but your power choices stray a little too far from the control aspect of the manipulation pool and get into buff/debuff too much. Of course, this is the problem with any Radiation option, especially attempting to use existing resources.

Earth Manipulation seems fine on paper, but has the issue of not having a thematic "match" in a blast set, and I don't see "Earth Blast" ever really happening.


 

Posted

Quote:
Originally Posted by Haetron View Post
Earth Manipulation seems fine on paper, but has the issue of not having a thematic "match" in a blast set, and I don't see "Earth Blast" ever really happening.
What, you don't think this powerset would work?


@NC Thunderbird, @Last Kid Picked
HELP! I can't stop making Alts! Up to 175 now, including: Lutadora, Tess LaCoille, Not Of This World, Lies Behind Stars, Redshift Monk.
Campaigning for title of official "Thread Killer" of the Suggestions & Ideas forum.

 

Posted

Quote:
Originally Posted by Techbot Alpha View Post
Blaster ranged immobs do no or low damage.
Since when? They're Moderate and above, and they have some of the best overall DPS of many Blasters. It's just that their endurance cost is vastly disproportionate with their damage, so they end up costing A LOT to get that kind of damage out. And I don't mean just Ring of Fire. Electric Fence is pretty much on the same level. The only ranged immobilize Blasters have that doesn't do damage is Web Greande, and only because it has a recharge debuff, instead.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Decided to update this with the i24 blaster change announcements.

Code:
 Thrust Kick          Melee, Minor DMG(Smash), Foe Knockback (Crane Kick Animation)
 Storm Kick           Melee, Moderate DMG(Smash) 
 Focus Chi 		  Self +DMG, +To-Hit
 Cobra Strike 	  Melee, High DMG(Smash), Foe Disorient
 Physical Training   Toggle: Self Stealth, +DEF(Melee, Ranged, AoE), +Rec, +Regen
 Smoke Flash  	  PBAoE, Foe Placate 
 Dragon's Tail         PBAoE, Moderate DMG(Smash), Foe Knockdown 
 Blinding Powder     Ranged (Cone), Foe Sleep, Confuse, -To-Hit, -Perception 
 Eagle's Claw 	  Melee, Superior DMG(Smash), Foe Disorient, +Special
The first notable change is switching hide to Physical Training, and having it mimic Field Operative, as the original hide was intended to mimic devices Cloaking Device.

The second is the change to the first power and changing Crane Kick out for Cobra Strike. Im not completely sold on this change and think the original CAK at level 1 and Crane Kick unaltered later would work fine, but this brings it closer to other blaster secondaries in structure. Thrust Kick should simply use the Crane Kick animation, with the difference in damage justifying the change in name.

The original intent behind the proposal of this power set isn't changed, as there would still not be a requirement for new animations.

Actual numerical values of the powers may need to be adjusted for balance reasons, but the text descriptors of the damage levels keep it on par with existing blaster secondaries.


 

Posted

Quote:
Originally Posted by Vanden View Post
I don't think a melee immobilize will work. Every other Blaster secondary t1 is for keeping foes out of melee. Also no Build Up?
How about a knockback? A drop-kick that when activated propels you toward the enemy like Shield Charge. Your target and maybe a small cone behind him get thrown back.


 

Posted

Quote:
Originally Posted by Haze3k View Post
How about a knockback? A drop-kick that when activated propels you toward the enemy like Shield Charge. Your target and maybe a small cone behind him get thrown back.
Doesn't really work because no blaster t1 secondary is an aoe to my recollection, and it still doesn't help keep people at range. The new version listed above was swapped to use a crane kick variant after considering this issue.