MA Secondary


Attache

 

Posted

Okay, I know we have had a number of threads on a MA secondary, but I haven't seen one in a month or two. I was bored so put together my version. Let's discuss...

Power NameDescriptionCommentDamageEnd CostRechargeAccuracyDurationRangeCastEffect
Crane KickA focused attack that violently propels the target and sends them flying. Deals minor damage.Power Thrust44.56.866758.571Kockback (16.6)
Thunder KickPowerful but quick kick that may disorient you opponent.Energy Punch10910.210755.9870.83Stun (Mag 2)
Focus ChiGreatly increase the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit.Build UpN/A5.290N/A10N/A1.17ToHit (15%) / DamBuff (100%)
Storm KickYou can unleash a roundhouse kick that hits your foe for a good amount of damage. This attack has a chance to disorient.Bone Smasher144.613.514759.5471.5Stun (Mag 3)
ConserveYou can focus for a moment to conserve your Endurance. After activating this power, you expend lee Endurance on all other powers for a while.Conserve PowerN/A7.8600N/A90N/A1.17EndRdx (119.2%)
Cobra Strike You can strike a specific pressure point on a single foe. This will deal minor damage as well as having them freeze in their tracks, helpless until the power wears off.Freezing Touch63.4 (S)10.2107511.971Held (Mag 3)
Power ChiYou can focus for a moment to boost the secondary effects of your powers.Power BoostN/A7.860N/A15N/A1.17Effects (78.7%)
Speed ChiYour quick reflexes allow you to move faster than normal, avoid S/L attacks, and resist slow effects. This power increases your attack rate and movement speed.Quickness / WeaveN/A0.7810N/AN/A2.03Rechg +20%, Slow Resist +40%, RunSpd +35%, FlySpd +13.7%, S/L Def +3.75%
Eagles ClawYou can perform a devastating kick that can severly disorient most opponents.Total Focus19818.5209011.973.3Stun (Mag 3)


@ThrillKiller

 

Posted

This is a very well thought out build, but i have one question. Is that power similar to quickness/weave a defense toggle..? If so that basically voids the "rule of thumb" for blaster secondaries.

If it were a click that would be much better, considering the only blaster secondaries with toggles that provide self--buffs is devices. This would be a bit unbalanced because unlike devices, which is a majority of self buffs and no actual melee combat, your MA set would have melee with toggle self buffs, which is a no-no for blaster secondaries.

Although a click may be better, recharge would have to be bumped up though. I personally think it would be better as a click, because like boost range it could be easily made perma and it won't suppress during holds.


 

Posted

Quote:
Originally Posted by Bionut911 View Post
This is a very well thought out build, but i have one question. Is that power similar to quickness/weave a defense toggle..? If so that basically voids the "rule of thumb" for blaster secondaries.

If it were a click that would be much better, considering the only blaster secondaries with toggles that provide self--buffs is devices. This would be a bit unbalanced because unlike devices, which is a majority of self buffs and no actual melee combat, your MA set would have melee with toggle self buffs, which is a no-no for blaster secondaries.

Although a click may be better, recharge would have to be bumped up though. I personally think it would be better as a click, because like boost range it could be easily made perma and it won't suppress during holds.
I originally thought of it as a click, but thought it would be over powered. I made it a toggle to have the END drain be the factor to make it less unbalanced. I was thinking it could be a toggle because other blaster secondaries have damage toggles.


@ThrillKiller

 

Posted

What if it had several mutually exclusive toggles? Instead of Focus Chi, Speed Chi, and Power Chi it could have:

Tiger Stance - Toggle damage buff (30% or so)

Crane Stance - Toggle defense buff (+5% to all but psi)

Snake Stance - Toggle speed buff (+30% recharge, 20% slow resist)

Turning one stance on would detoggle any other stance currently running so they could be a bit more powerful than otherwise possible since you can't stack them. The attack powers could also have different secondary effects depending on stance, like KD in Tiger, Stun in Crane, and Slow in Snake...


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Posted

I think Cobra Strike is a stun, and probably would stay that way if they port it. Eagle's Claw has a stun chance on it, too (or 100%, can't recall off the top of my head), so you'd want that, I would think. I'd also say that I hope Cobra Strike can get some kind of ranged ability or something... a major weakness of stun in EM is that it is not ranged. Probably depends on if the other powers in the set make up for it, though.

Also... I think you have too many attacks. I think most sets with them have two earlier ones and then the big hitter. Not sure what should go... Crane Kick is nice for the KB and does good damage, but Thunder has a chance for stun. Definitely would want to keep Storm Kick. Not sure what to put in its place... cal trops, perhaps... pretty good utility power in Ninjitsu. Perhaps Smoke Flash or something?

The chi ideas are interesting... wonder if they'd let the defense one be a toggle, though. If you are going to balance it out with Stealth and such from Devices, you'll want to make it defense to all, not just S/L. That way it works for a larger variety of build types. Slow resist is probably a little high as well... 20% is the number you usually see get thrown into the powers that offer slow resist (40% is pretty big on its own, and it's not too hard to enhance that after the many winter events over the years).


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Posted

Tiger Stance - Toggle damage buff (30% or so)

Crane Stance - Toggle defense buff (+5% to all but psi)

Snake Stance - Toggle speed buff (+30% recharge, 20% slow resist)
--------------------------

I like your names better, but don't really like the idea of mutually exclusive toggles. I think the DEVs have been moving away from that (see Dark Armor).

I was trying to keep the MA set close to the current Energy set, but with enough differences to make it stand out.

Power Chi and Speed Chi are pretty horrible names. I need to come up with something better.


@ThrillKiller

 

Posted

Quote:
Originally Posted by Grey Pilgrim View Post
I think Cobra Strike is a stun, and probably would stay that way if they port it. Eagle's Claw has a stun chance on it, too (or 100%, can't recall off the top of my head), so you'd want that, I would think. I'd also say that I hope Cobra Strike can get some kind of ranged ability or something... a major weakness of stun in EM is that it is not ranged. Probably depends on if the other powers in the set make up for it, though.

Also... I think you have too many attacks. I think most sets with them have two earlier ones and then the big hitter. Not sure what should go... Crane Kick is nice for the KB and does good damage, but Thunder has a chance for stun. Definitely would want to keep Storm Kick. Not sure what to put in its place... cal trops, perhaps... pretty good utility power in Ninjitsu. Perhaps Smoke Flash or something?

The chi ideas are interesting... wonder if they'd let the defense one be a toggle, though. If you are going to balance it out with Stealth and such from Devices, you'll want to make it defense to all, not just S/L. That way it works for a larger variety of build types. Slow resist is probably a little high as well... 20% is the number you usually see get thrown into the powers that offer slow resist (40% is pretty big on its own, and it's not too hard to enhance that after the many winter events over the years).
I have to admit I changed Cobra Strike (maybe call it Precision Strike instead) to a Hold because I like holds better and so I could stack it with Cryo Freeze Ray or Suppressive Fire. I liked your idea of a ranged attack, maybe we could call it the "Five-Pointed Palm Exploding Nerve Technique" (stole from Kill Bill), where you throw out your palm similar to Cobra Strike, but your Chi is projected at Range to attack the nervous system of the opponent and he is frozen and cannot move.

Most of the other numbers are direct from the associated power in the Energy secondary. Crane Kick has the same numbers as Power Thrust for example, so no real damage. The MA set also has the same number of attacks as the Energy secondary. The only differences between this MA set and the Energy set is really the hold in Cobra Strike and the power I called Speed Chi.

Speed Chi numbers are the same as Quickness (Rechg +20%, Slow Resist +40%, RunSpd +35%, FlySpd +13.7%) and since Quickness was an Auto power I thought I should add something to it and make it a click. I chose 3.75 defense to S/L, but I am certainly okay with +DEF to all. I wasn't sure where the line was between nice addition or over powered, which is why I made it a high END toggle. I would actually prefer it as a click.


@ThrillKiller

 

Posted

Quote:
Originally Posted by StrykerX View Post
What if it had several mutually exclusive toggles? Instead of Focus Chi, Speed Chi, and Power Chi it could have:

Tiger Stance - Toggle damage buff (30% or so)

Crane Stance - Toggle defense buff (+5% to all but psi)

Snake Stance - Toggle speed buff (+30% recharge, 20% slow resist)

Turning one stance on would detoggle any other stance currently running so they could be a bit more powerful than otherwise possible since you can't stack them. The attack powers could also have different secondary effects depending on stance, like KD in Tiger, Stun in Crane, and Slow in Snake...
I like this idea, since each mutually exclusive toggle can't stack then it would be similar to DP's/ swap ammo! At first it seems unbalanced with the assortment of toggles, but what if you were to make a "swap stance" power instead of having three other powers? That way it's not overpowering and adds more choice/freedom to the player and how they prefer to play.


 

Posted

Dump Power Chi, replace with Dragon Tail and I am fully on board with your set-up. Otherwise it is far too similar to /Nrg. I like that it has both a stun and a hold; I am not sure if that would fly by dev blaster standards, but I think it adds a unique attribute to /MA.

I'd do it differently, but /Nrg is the blaster secondary I like the least, and your suggestion is pretty much /Nrg with different animations and an alternative to Boost Range (and while Stun is replaced, it is replaced with another mez). However, Dragon Tail is the reason I want /MA as a blaster secondary. AoE KD and damage, so very blaster, so very needed.

Speed Chi is fine. Less mitigation than DP or Caltrops or Hot Feet Or Ice Patch.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

Posted

I've been pushing for a MA Secondary for Blasters for about five years all told - and I mentioned it in a thread the day before they announced the powerset proliferation for i21. I might have some minor quibbles with the power suggestions when I'm a little more awake and alert but otherwise consider this signed!


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Posted

I would personally elect to grab a power or two from Ninjitsu. Perhaps a toned down Smoke Flash. I think a Stealth power would be appropriate too (a la Devices).

Instead of Conserve Power, I would prefer to see something like Quick Recovery (+30% endurance, always on) or Quickness (run speed buff, run speed debuff resistance, -Recharge resistance, +20% Recharge to all powers).


 

Posted

Smoke flash would be nice, considering /dev has smoke grenade. I doubt there would be any arguments there. /Dev is more for mid-ranged players in my opinion, so this would add /dev qualities for close range blasters like a Rad/ or a /Ice


 

Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Instead of Conserve Power, I would prefer to see something like Quick Recovery (+30% endurance, always on) or Quickness (run speed buff, run speed debuff resistance, -Recharge resistance, +20% Recharge to all powers).
I always thought QR would be appropriate for a blaster secondary.

This was my take on /MA a bit over a year ago.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.