What are you pairing with the upcoming power sets?


Angelxman81

 

Posted

Quote:
Originally Posted by SuperFerret View Post
I'm gonna repurpose my Ice/Poison corruptor into the Water/Poison he was meant to be.
I'm doing exactly the same, I had a plant/poison controller initally but made an ice/poison corr. Stopped levelling him when water blast was revealed. Just collecting loads of Astral and Emp merits on my current main (until water blast that is ) to give my ACID/Poison Corr a kick start to incarnatehood

Roll on water blast!!!


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Posted

I had a aquatic energy/ice to match water I will remake... into water / ice...
That is what it should have been anyway...


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Posted

I've a bunch of ideas. Water/Storm certainly, since I like Storm so much and it fits thematically. Possibly a Water/Dark vampire, depending on how bloody the Water attacks can look. I'm considering a heroic Necro/Nature with a plant-person for a character; a sentient symbiotic cluster of plants/fungi that has grown into and reanimated the dead buried where it was growing. And is somewhat confused about why the people it tries to help scream "Zombies!" and run away. Demons/Nature might also be cool depending on how hellishly you can color /Nature powers.


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Posted

I think I'm going to be compelled to try a Plant/Nature, too, as I'm on a bit of a troller kick, atm.


 

Posted

I wonder if Spines will get proliferated to Tankers and Brutes to go with Bio Armor? I've always wanted a /Spines tanker.


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Posted

Quote:
Originally Posted by PRAF68_EU View Post
I wonder if Spines will get proliferated to Tankers and Brutes to go with Bio Armor? I've always wanted a /Spines tanker.
Ditto. If they proliferated it to Tankers my aforementioned Scrapper would become a Tanker.


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Farewell is like the end
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Posted

Quote:
Originally Posted by PRAF68_EU View Post
I wonder if Spines will get proliferated to Tankers and Brutes to go with Bio Armor? I've always wanted a /Spines tanker.
From my understanding, I doubt we'll see any further proliferation until after I25... and I don't think they will wait that long to release Bio Armor.

Furthermore, Spines is going to be one of those that needs a lot of work. Kinda like Energy Arua, the Devs will need to rework the existing versions as well as proliferate it.


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Originally Posted by OneWhoBinds View Post
From my understanding, I doubt we'll see any further proliferation until after I25...
Is this official? Source?


 

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I have plans to reroll my Spines/Dark -> Kin/Dark Scrapper to StJ/BioArmor Scrapper. If I'm not mistaken the set looked to have a self-rez, which is good for concept, more so when it doesn't require a target.

And while he doesn't have a symbiote, I think the idea that he has a personal dimension for a heart (like the Nuclear 90 have fusion reactors for hearts) I think it can fit easily with the concept!


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Posted

Quote:
Originally Posted by OneWhoBinds View Post
From my understanding, I doubt we'll see any further proliferation until after I25... and I don't think they will wait that long to release Bio Armor.

Furthermore, Spines is going to be one of those that needs a lot of work. Kinda like Energy Arua, the Devs will need to rework the existing versions as well as proliferate it.
Spines is better than most people realize, so I'm not so sure, does it really need changed?


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Posted

Quote:
Originally Posted by BrandX View Post
I have plans to reroll my Spines/Dark -> Kin/Dark Scrapper to StJ/BioArmor Scrapper. If I'm not mistaken the set looked to have a self-rez, which is good for concept, more so when it doesn't require a target.
Does it? I thought it did, but then I thought I was confusing it with Rad Armor.

Quote:
And while he doesn't have a symbiote, I think the idea that he has a personal dimension for a heart (like the Nuclear 90 have fusion reactors for hearts) I think it can fit easily with the concept!
They dropped "sym" from the name.

But I would really like to see what these powers look like before I decide on my concept.


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Posted

Quote:
Originally Posted by BrandX View Post
Spines is better than most people realize, so I'm not so sure, does it really need changed?
>.>
<.<
Shhhh. Spines is one of those sets that when (if) it gets changed, will cause a mega-thread of how evil and stupid the devs are and how stuff shouldn't be changed after being in the game for years and how other sets should be improved rather than...

Well, you probably know the drill.


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Posted

Quote:
Originally Posted by PRAF68_EU View Post
Does it? I thought it did, but then I thought I was confusing it with Rad Armor.



They dropped "sym" from the name.

But I would really like to see what these powers look like before I decide on my concept.
I did say "if I'm not mistaken" I don't recall the powers of it at all, but decided Id give it a chance in play to see if I like it. While the rez is important to me for concept, Ill work around it if it lacks one.


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Posted

Quote:
Originally Posted by StratoNexus View Post
>.>
<.<
Shhhh. Spines is one of those sets that when (if) it gets changed, will cause a mega-thread of how evil and stupid the devs are and how stuff shouldn't be changed after being in the game for years and how other sets should be improved rather than...

Well, you probably know the drill.
Hopefully when (if) they change it, all they change is the animation of the tier 1.

That said, I think we'll see more people rolling Spines when it gets ported to Brutes.


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Posted

Quote:
Originally Posted by Angelxman81 View Post
Is this official? Source?
Not official. This is just me reading between the lines. (So I will freely admit I could be seriously off base here.)

But, as I understand it... the Devs pretty much have I24 and I25 planned out. And since, (again, to my understanding,) I24 will include a new (final?) Preatorian zone, and I25 will introduce the Batalion, I doubt they will have the resources to devote to proliferation until after these issues have been released.

Quote:
Originally Posted by BrandX View Post
Spines is better than most people realize, so I'm not so sure, does it really need changed?
Short answer: Yes.

Long Answer: Spines is a mess of trading off damage for pointless secondary effects, and inflicted with excessive animation times and recovery times. Seriously, outside of Impale, I have yet to see an enemy actually get Immobilized (or if they did, it didn't last long enough for me to notice, which alos means it didn't last long enough to matter,) and the slows involved are negligible to the point of uselessness. Spines needs to be rebalanced - the mess of secondary effects cleaned up, the animation times fixed, and probably some animations moved around.

And let me go out on a limb now, and say something I'm sure a lot of people don't want to hear: WHEN Spines gets ported to Brutes and Tankers... I very much doubt Quills will be included.


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Posted

Quote:
Originally Posted by OneWhoBinds View Post
Not official. This is just me reading between the lines. (So I will freely admit I could be seriously off base here.)

But, as I understand it... the Devs pretty much have I24 and I25 planned out. And since, (again, to my understanding,) I24 will include a new (final?) Preatorian zone, and I25 will introduce the Batalion, I doubt they will have the resources to devote to proliferation until after these issues have been released.



Short answer: Yes.

Long Answer: Spines is a mess of trading off damage for pointless secondary effects, and inflicted with excessive animation times and recovery times. Seriously, outside of Impale, I have yet to see an enemy actually get Immobilized (or if they did, it didn't last long enough for me to notice, which alos means it didn't last long enough to matter,) and the slows involved are negligible to the point of uselessness. Spines needs to be rebalanced - the mess of secondary effects cleaned up, the animation times fixed, and probably some animations moved around.

And let me go out on a limb now, and say something I'm sure a lot of people don't want to hear: WHEN Spines gets ported to Brutes and Tankers... I very much doubt Quills will be included.
Only Impale has an immobilize. So, you're not likely to stack it.

It's dps isn't really that bad, but it might not be seen by many when it requires using the AOEs to obtain it (plus adding in Quills).

Castle said before, and was stated in this thread already, if it was changed, it might not be for the best.


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The BrandX Collection

 

Posted

Quote:
Originally Posted by OneWhoBinds View Post
And let me go out on a limb now, and say something I'm sure a lot of people don't want to hear: WHEN Spines gets ported to Brutes and Tankers... I very much doubt Quills will be included.
That would suck. I really want Quills for my Spiny tankers.


Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
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Posted

I think I might go for a water/dark corruptor. Dark armor can be colored to look like some really nice water/sea mist type blue/green shades, so I'm hoping water/dark might work as a water blast / water manipulation sort of character. Plus dark miasma is, as always, amazingly good, so any excuse to use it is fine with me.


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Posted

My 50 Mind/storm will be rerolled as Water/Storm cor, Also making a Beast/Nature MM (druid); and possibly Bio/Ice tank (because I dont have Ice melee and would like to try and keep one although I think Ice melee needs help) or either Bio/energy tanker or Energy/Bio brute...

EDIT:

Quote:
Originally Posted by Tenzhi View Post
That would suck. I really want Quills for my Spiny tankers.
That would be kinda silly for them to take that power away. If anything they would just change confront to taunt, scrapper port melee is perfect for tankers/brutes because it requires little work...


 

Posted

Quote:
Originally Posted by BrandX View Post
Only Impale has an immobilize. So, you're not likely to stack it.
Actually all spines attacks have an immobilize.

Aside from Impale, they're just all 0.33 magnitude, or 0.67 mag with a 50% chance to proc. Without ridiculous stacking you're never going to notice them.

They last fairly long too (9+seconds) it's just that you'd have to stack it four times just to immobilize a minion, seven times to immobilize a lieutenant or ten times to immobilize a boss, so chances are you'd defeat anything long before you were able to actually immobilize it.


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Posted

Quote:
Originally Posted by Oathbound View Post
Actually all spines attacks have an immobilize.

Aside from Impale, they're just all 0.33 magnitude, or 0.67 mag with a 50% chance to proc. Without ridiculous stacking you're never going to notice them.

They last fairly long too (9+seconds) it's just that you'd have to stack it four times just to immobilize a minion, seven times to immobilize a lieutenant or ten times to immobilize a boss, so chances are you'd defeat anything long before you were able to actually immobilize it.
Exactly.

All Spines attacks also have a 8% Speed and Recharge Debuff... which I at least I noticed on the tougher enemies... even if I never felt it did enough to justify having it.

IIRC, Castle said that changing Spines would likely involve removing those effects... and I say good riddance (Well, I want to keep the Immobilize and -Fly in Impale, but the rest can go.) Just don't touch my Toxic DoT, and maybe speed up the Single Target attacks (I'm also in the camp of 'give Ripper the Fury Swipes animation. And then give Fury Swipes that one-two punch animation used in Energy Melee/Ice Melee/Claws) then refigure the appropriate Damage. I think more people would be pleased with the resulting changes.


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Posted

Quote:
Originally Posted by Oathbound View Post
Actually all spines attacks have an immobilize.

Aside from Impale, they're just all 0.33 magnitude, or 0.67 mag with a 50% chance to proc. Without ridiculous stacking you're never going to notice them.

They last fairly long too (9+seconds) it's just that you'd have to stack it four times just to immobilize a minion, seven times to immobilize a lieutenant or ten times to immobilize a boss, so chances are you'd defeat anything long before you were able to actually immobilize it.
I'll have to double check this in game when servers are back up. I don't recall the attack shaving a chance to immobilize except for Impale.

And according to mids, Impale is the only one that has a chance to Immobilize and is the only attack that can slot immobolize enhancements.


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Posted

I'm thinking (depending on how my Storm/Archery defender works out) I may roll a Nature Affinity/Archery defender.

That or I may see how Nature is for a MM secondary... HOT on MM pets could be awesome depending on how it all works.

Water Blast I have little interest in at present (may change though) - but Bio Armor intrigues me. I think I need to see it in action before I can really speculate too far with that one.


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Posted

Quote:
Originally Posted by OneWhoBinds View Post
Not official. This is just me reading between the lines. (So I will freely admit I could be seriously off base here.)

But, as I understand it... the Devs pretty much have I24 and I25 planned out. And since, (again, to my understanding,) I24 will include a new (final?) Preatorian zone, and I25 will introduce the Batalion, I doubt they will have the resources to devote to proliferation until after these issues have been released.
Me thinks you're reading between the lines is wrong. Issue 24 is looking like being Hami-themed. What better time to add/proliferate organic themed powers? And simply introducing a new villain group in 25 my not involve all that much content.


Quote:
Short answer: Yes.

Long Answer: Spines is a mess of trading off damage for pointless secondary effects, and inflicted with excessive animation times and recovery times. Seriously, outside of Impale, I have yet to see an enemy actually get Immobilized (or if they did, it didn't last long enough for me to notice, which alos means it didn't last long enough to matter,) and the slows involved are negligible to the point of uselessness. Spines needs to be rebalanced - the mess of secondary effects cleaned up, the animation times fixed, and probably some animations moved around.
Sounds like a matter of opinion/personal taste to me...

Quote:
And let me go out on a limb now, and say something I'm sure a lot of people don't want to hear: WHEN Spines gets ported to Brutes and Tankers... I very much doubt Quills will be included.
Quills is the main reason for porting it. Fixing the secondaries with weak taunt auras (like WP). I don't see any huge balance issues though, taunting is all it would be good for on a tanker. But there is no point in proliferating a set without it's unique feature, I'm sure the devs know that.


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Posted

Quote:
Originally Posted by BrandX View Post
I'll have to double check this in game when servers are back up. I don't recall the attack shaving a chance to immobilize except for Impale.

And according to mids, Impale is the only one that has a chance to Immobilize and is the only attack that can slot immobolize enhancements.
Yeah, they do all carry an unenhanceable low mag immobilise. I don't think there is any point in worrying about an effect that has no effect though...

Unless Control Hybrid breaks something....


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