Martial Combat and Martial Assault


Adeon Hawkwood

 

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Originally Posted by BrandX View Post
Yes! It was my way of saying "Let's fix this problem!"
It sounds fixable but would be a major pain in the a$$ - it sounds like they would have to go back into every single power of every primary and add code that prevents drawn weapons to appear in every primary, if they have weapons or not, like preventing dual pistols from appearing when you use Blaze for example, if I understood his description from the coffee talk.


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Originally Posted by Arbiter Hawk View Post
The way it works is by applying mez protection to your character of exactly the magnitude of mez currently affecting you, plus one. It does give you mez resistance (which reduces duration of future mez) and mez strength (increases the duration of any mez you have), as well as a small to moderate heal. The power is powerful, but since it can only be used while you're CC'ed, under half health, or under half endurance, it needs to be potent when used in those limited conditions.
"Under half endurance"? I'm pretty sure I could game this to keep myself there most of the time.

I don't suppose Storm Kick is the tanker version with the def buff?

Love the dominator set, but what about a natural primary to go with it? Trick Arrow could be the basis for a port.


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Originally Posted by enderbean View Post
These powersets were announced in today's TwitchTV broadcast. They will be in I24 and are free for VIPs:

Martial Combat (blaster secondary)
•Chi Push (repel followed by knockback (cool new animation)
•Storm Kick (melee)
•Dragon Kick (melee)
•Dragon's Tail (PBAoE melee)
•Burst of Speed (AoE self TP)
•Reach for the Limit (Build up auto power—Chance for +dam and +ToHit on every power)
•Reaction Time (toggle—+absorb over time, +revocery, -move on enemy; 10 seconds of +speed on toggle off)
•Inner Will (self heal and ,ez break—only unsable under 50% end or health or when mezzed)
•Throw Sand (cone foe stun)
Hmmm... no sustainability power until level 28 with this power order, while they went out of their way in a couple of instances (Touch of Fear and Lightning Clap) to put those into tier 4 to 6 (level 10 to 20) in the older sets.


Kosmos

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I think burst of speed is supposed to help with mitigation a good bit.


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Perhaps Reach for the Limit should be swapped with Burst of Speed or Dragon Tail, for the sake of getting your sustainability power early on.


 

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Reach for the limit isn't really the sustainability power, though, Reaction time is.


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Originally Posted by Warkupo View Post
Rather excited about this. When Dual Pistols originally came out I got the idea for a character who steals experimental technology which allows her to break the physics of time, based on the sort of (extremely) unrealistic animations dual pistols has. I had originally paired her up with Kinetics from the Corruptor secondary, but many of the powers felt off from the concept. Martial Combat, however, looks to be exactly what I had in mind for a sort of techno-gun-fu-thief-master.

For dominators I'm thinking some kind of psychic martial artist. Not entirely sure yet. I love Dominators though, so any time they get something I'm willing to MAKE a concept to use it.


EDIT: I got to thinking of a sort of Ryu themed character who uses Energy/Martial. Burst of Speed paired with knock back sounds like a ridiculously fun way to control combat. Send a wave of energy to knock them all down, teleport in behind them and throw them forward again, and then end it with a nuke in their face. Fun times, to be sure.
Pht, now I want to do this. I'd be way to tempted to yell "SHORYUKEN!" though.


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Originally Posted by Iannis View Post
Ooh, that new take on Build Up sounds like it's going to be completely gimp for earning that new shiny insta-snipe/BU and drop your big nuke for maximum affect gameplay.
It's gotta have some drawback to pay for the mez break. But this is no biggie - pair it with one of the snipeless primaries, or do it the old fashioned way and skip snipe.


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ok watched the video..please tell me that eventually scrappers/tankers will be able to use the blaster storm kick over the current "animation". slow it down, speed it up, dont care, that animation is very good, and the current animation is very bad. making that a customization option would be a major win for MA.


 

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Originally Posted by PRAF68_EU View Post
It's gotta have some drawback to pay for the mez break. But this is no biggie - pair it with one of the snipeless primaries, or do it the old fashioned way and skip snipe.
I doubt it will be that bad, considering Zwill had his dev hacks on, meaning it was still proccing when he showed Martial Assault and it's Snipe seemed to be up to insta fairly often.


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Originally Posted by Kosmos View Post
Hmmm... no sustainability power until level 28 with this power order, while they went out of their way in a couple of instances (Touch of Fear and Lightning Clap) to put those into tier 4 to 6 (level 10 to 20) in the older sets.
That listing seems to have one error and the order scrambled. Based on the video, this is what I have for Martial Combat for Blasters, in the order the powers were listed in the powers menu shown:

Martial Combat (blaster secondary)
1. Chi Push: foe repel, knockback, damage similar to power thrust
2. Storm Kick
3. Reach for the Limit: passive, chance for +33% dmg/+15% tohit per attack
4. Burst of Speed: self teleport, PBAoE damage, triple use before recharge
5. Dragon's Tail: PBAoE melee
6. Reaction Time: +absorb, +recovery, foe -speed, -recharge; 10s self +speed/+rech on toggle off
7. Inner Will: self heal, mez protection; requires self <50% health or self mezzed
8. Throw Sand: Cone foe stun, -perception
9. Eagle's Claw: high smashing, foe -recharge, -range

I believe Reaction Time is specifically targeted for tier 6 to be available at level 20 like almost all the sustain powers are (the exceptions are Energize in Energy Manipulation which is tier 5 and level 16 and Frigid Embrace in Ice Manipulation which is tier 4 and level 10).

Also, I got kinda close.


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Random comment:

Envenomed Blade and Reach for the Limit seem to be using coding techniques first developed for the Incarnate content, specifically the Interface slot (i.e., the ability to add a proc or DoT to attacks without having to individually add it to every single power in every single primary, like they had to do with Fiery Embrace way back when), though I can't be sure of that until I see them in action. If that is the case, though - neat!

I don't know if I'll be making a character with these, but that's mainly due to having so many characters I'm working on now rather than disinterest in either set. I have a concept or two that Water Blast/Martial Assault would perfectly fit, though.


 

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Pretty excited about this. Always enjoy seeing new Blaster secondaries.


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Originally Posted by Thunder Knight View Post
Random comment:

Envenomed Blade and Reach for the Limit seem to be using coding techniques first developed for the Incarnate content, specifically the Interface slot (i.e., the ability to add a proc or DoT to attacks without having to individually add it to every single power in every single primary, like they had to do with Fiery Embrace way back when), though I can't be sure of that until I see them in action. If that is the case, though - neat!
I'd guess you're right, because I can't think of any example of a global proc that predates Divine Core Oscillation in Ramiel's flash-forward mission. If Fiery Embrace were re-coded today, though, I think it would still have to be manually added as a conditional effect in every applicable power. This is because it's not just a global proc, it's a global proc that deals a specific proportion of the power's total damage, and I don't think the game has a reliable way to dynamically determine the total damage a power will deal and then tell Fiery Embrace to deal 45% of that. (The "average damage" display in Real Numbers is unreliable for certain powers, especially the ones that do different hits under different conditions, like Geyser and Sky Splitter.)

Doublehit from Hybrid Assault shows us an example of what Fiery Embrace might look like if they decided to re-implement it as an Interface-style global proc and didn't so much care about it giving exactly +45% damage to every power. Reach for the Limit probably doesn't much care about the specifics of the triggering power, so it should work fine as a global proc; I could easily see Envenomed Blades going either way. We'll find out once it hits beta, I suppose.


 

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Originally Posted by Arcanaville View Post
That listing seems to have one error and the order scrambled. Based on the video, this is what I have for Martial Combat for Blasters, in the order the powers were listed in the powers menu shown:

Martial Combat (blaster secondary)
1. Chi Push: foe repel, knockback, damage similar to power thrust
2. Storm Kick
3. Reach for the Limit: passive, chance for +33% dmg/+15% tohit per attack
4. Burst of Speed: self teleport, PBAoE damage, triple use before recharge
5. Dragon's Tail: PBAoE melee
6. Reaction Time: +absorb, +recovery, foe -speed, -recharge; 10s self +speed/+rech on toggle off
7. Inner Will: self heal, mez protection; requires self <50% health or self mezzed
8. Throw Sand: Cone foe stun, -perception
9. Eagle's Claw: high smashing, foe -recharge, -range
That's a much more reasonable order. They should rename Eagle's Claw though, since it has different effects than the melee set attacks of the same name. Something as banal as Hawk's Talon would even be preferable.

+15% ToHit per stack on Reach for the Limit? 1/3rd the +Dmg but the full +ToHit of BU is surprising. That means with a Kismet and single ToHit slotted into the Passive you can FastSnipe every time Reach procs.


Kosmos

Global: @Calorie
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Posted

Quote:
Originally Posted by Kosmos View Post
+15% ToHit per stack on Reach for the Limit? 1/3rd the +Dmg but the full +ToHit of BU is surprising. That means with a Kismet and single ToHit slotted into the Passive you can FastSnipe every time Reach procs.
...How good this is depends on how frequently it procs...

But it's unpredictability is a major drawback. Do snipes get an orange ring when Fast Snipe is available?


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Originally Posted by Hopeling View Post
I could easily see Envenomed Blades going either way. We'll find out once it hits beta, I suppose.
Hawk specifically mentioned Envenomed Blades used the base formula and that it would synergize well with longer recharging powers.

Quote:
Originally Posted by PRAF68_EU View Post
Do snipes get an orange ring when Fast Snipe is available?
Yes.


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Quote:
Originally Posted by StratoNexus View Post
Hawk specifically mentioned Envenomed Blades used the base formula and that it would synergize well with longer recharging powers.
Will it work with pseudo-pet based powers, such as Bonfire and Carrion Creepers?


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Im betting Martial Combat will also be the new "Speedster" choice for people running off that theme.


 

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Originally Posted by rian_frostdrake View Post
ok watched the video..please tell me that eventually scrappers/tankers will be able to use the blaster storm kick over the current "animation". slow it down, speed it up, dont care, that animation is very good, and the current animation is very bad. making that a customization option would be a major win for MA.
Right now Street Justice has no alternate animations, I would really like it to get this version of storm kick. I actually like the current storm kick in martial arts.


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Quote:
Originally Posted by Zyphoid View Post
Right now Street Justice has no alternate animations, I would really like it to get this version of storm kick. I actually like the current storm kick in martial arts.
No reason it can't be in both (as an alternate animation in both cases). It's not like sets haven't shared animations before.


 

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I'm still not convinced with Inner Will, I think it needs a rework. I watched the video, but I'm scratching my head. If functions as a heal and a power boost like effect what benefit does the +special serve after I've already use my heal power? Wouldn't it make more sense for it to simply be power boost so you can get the benefit of a larger heal? Wouldn't be nicer be able to increase the duration of your mez powers at full health? It just seems counter-productive to me. I don't think as it currently stands makes a good use as panic button power.


 

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Originally Posted by Thunder Knight View Post
No reason it can't be in both (as an alternate animation in both cases). It's not like sets haven't shared animations before.
Agree 100%.


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Originally Posted by Mr_True_Shot View Post
My devices secondary is a lot of ranged and/or stuff like caltrops that helps keep things off me. Cloaking device (prevents as much aggro), targetting drone, trip mines, auto turrets, (didn't take time bomb but still ranged!), smoke bombs (though useless), web grenade, and taser....all have at least a bit of range to it. Taser has the least amount of range, and I only use that when things are closing in on me....so it's technically a way to keep them off of me.

I recently started playing /psi secondary on a psi/psi blaster and I was amazed at the amount of melee range stuff. I've sorta been spoiled by my devices.....I knew there were alot of melee range in other secondaries....but, ugh, I was hoping the trend would move towards ranged secondaries (or things like caltrops or "aim" or "buildup" type buffs.)

I don't see the benefit of secondaries that make you run in and do things. I understand these melee sets were often asked for....but, I'd like to ask for a secondary that keeps me at range
The problem is, Blasters aren't RANGED ATs, they never were. If they were designed as such they never would have been given melee abilities in the first place.

They are DAMAGE ATs, there is no definition of where that damage is supposed to occur at.

You are welcome to play your Blaster at range if that's how you prefer to play it, but saying that they are a ranged AT is incorrect.


Quote:
Originally Posted by Dechs Kaison
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