Martial Combat and Martial Assault
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.
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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.
I really should do something about this signature.
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) |
Kosmos
Global: @Calorie
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)
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.
Reach for the limit isn't really the sustainability power, though, Reaction time is.
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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. |
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I really should do something about this signature.
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.
Anyone Who wants to argue about my usual foolishness can find me here.
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I'll miss you all.
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.
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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.
[Guide to Defense] [Scrapper Secondaries Comparison] [Archetype Popularity Analysis]
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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.
Pretty excited about this. Always enjoy seeing new Blaster secondaries.
Total Characters: 120
Lowest Level: 1, Luke Johnson (Staff/WP Brute, Virtue)
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! |
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.
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 |
+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
MA Arcs in 4-star purgatory: Four in a Row (#2198) - Hostile Takeover (#69714) - Red Harvest (#268305)
+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.
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But it's unpredictability is a major drawback. Do snipes get an orange ring when Fast Snipe is available?
I really should do something about this signature.
I could easily see Envenomed Blades going either way. We'll find out once it hits beta, I suppose.
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Yes.
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.
I really should do something about this signature.
Im betting Martial Combat will also be the new "Speedster" choice for people running off that theme.
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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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.
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.
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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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 ![]() |
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.
Originally Posted by Dechs Kaison See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately. |
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