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Since I'm spreading the Timey goodness around:
Monday, June 27, 2011
Time Manipulation!
Start the DeLoreans, we're going back in time! This all-new powerset will be available for Defenders, Controllers, Corruptors, and Masterminds. I will continue to update this post with real numbers as I get, uh, time...
View the full post in order to see the list of powers and what they do.
The powers, in order that they will be available (at the AT-appropriate levels) are:
Time Crawl
Ranged Foe, -Speed, -Recharge, -Regen, Special
You're able to dramatically slow the time around a single enemy, reducing their movement speed and attack rate. Time is slowed to such an extreme that their wounds will take longer to heal, reducing their regeneration rate. Time Crawl applies the Delayed effect on its target. Debuff and control effects from other Time Manipulation powers are increased on affected targets affected by Delayed. Recharge: Long.
Accuracy: 1
Range: 80
Activation time: 1.6 seconds
Recharge time: 15 seconds
Endurance cost: 10.4
Accepts Slow, Endurance Discount, Range, Recharge Time, and Accuracy enhancements.
Run, Jump, Fly Speed: -75% for 20 seconds
Recharge Time Strength: -75% * for 20 seconds
Jump Height Strength: -75% * for 20 seconds
Max Run Speed: -350% * for 20 seconds [ critters only ]
Regeneration: -250% * for 20 seconds [ critters only ]
Regeneration: -432.5% * for 20 seconds [ players only ]
Grant Power: Temporary_Powers.Temporary_Powers.Time_Crawl_Debuf f for 20 seconds
________________________________________
Temporal Mending
PBAoE, Ally +Heal, Heal Over Time, +Res(Slow, Regen Debuff)
You mend the wounds of yourself and nearby allies by placing your bodies in a past or future state where they are far less injured. Temporal Mending will immediately heal its targets and continue to heal them for an equal amount over the next 6 seconds. Additionally, affected allies will gain some resistance to slow effects and regeneration debuffs. Allies affected by the Accelerated effect will receive additional healing from this power. Recharge: Long
Accuracy: 1
Radius: 25
Activation time: 2.03 seconds
Recharge time: 18 seconds
Endurance cost: 13
Accepts Endurance Discount, Recharge Time, and Heal enhancements.
Healing: 100.397 [ only targets without Temporal_Selection_Buff ]
Healing: 26.7724 every 1.5 seconds over 6 seconds after a 1 second delay [ only targets without Temporal_Selection_Buff ]
Healing: 150.595 [ only targets with Temporal_Selection_Buff ]
Healing: 40.1586 every 1.5 seconds over 6 seconds after a 1 second delay [ only targets with Temporal_Selection_Buff ]
Run, Fly, Jump Speed Resist: 20% * for 30 seconds, non-resistable
Recharge Time Resist: 20% * for 30 seconds, non-resistable
Jump Height Resist: 20% * for 30 seconds, non-resistable
Regeneration Resist: 43.25% * for 30 seconds, non-resistable
________________________________________
Time's Juncture
Toggle: PBAoE Foe (-Damage, -Speed, -To Hit)
You create a time dilation field around you causing enemies who get too close to be slowed to a crawl, their movement speed, damage and chance to hit will be decreased substantially. Enemies affected by Delayed have these affects increased. Recharge: Slow
Accuracy: 1
Radius: 25
Activation time: 0.67 seconds
Recharge time: 10 seconds
Endurance cost: 0.1625
Pulses every: 0.75 seconds
Accepts Slow, Endurance Discount, Recharge Time, and To Hit enhancements.
To-hit: -31.25% for 1 second [ only targets without Time_Crawl_Debuff ]
Run, Jump, Fly Speed: -62.5% for 1 second [ only targets without Time_Crawl_Debuff ]
Max Run Speed: -350% * for 1 second [ only critters without Time_Crawl_Debuff ]
Jump Height Strength: -62.5% * for 1 second [ only targets without Time_Crawl_Debuff ]
Fly: -160% for 1 second [ only targets without Time_Crawl_Debuff ]
Smashing, Lethal, Toxic, Psionic, Fire, Cold, Energy, Negative Energy Strength: -25% * for 1 second [ only targets without Time_Crawl_Debuff ]
To-hit: -37.5% for 1 second [ only targets with Time_Crawl_Debuff ]
Run, Jump, Fly Speed: -75% for 1 second [ only targets with Time_Crawl_Debuff ]
Max Run Speed: -420% * for 1 second [ only critters with Time_Crawl_Debuff ]
Jump Height Strength: -75% * for 1 second [ only targets with Time_Crawl_Debuff ]
Fly: -192% for 1 second [ only targets with Time_Crawl_Debuff ]
Smashing, Lethal, Toxic, Psionic, Fire, Cold, Energy, Negative Energy Strength: -30% * for 1 second [ only targets with Time_Crawl_Debuff ]
________________________________________
Temporal Selection
Ally +Damage, +Recharge, +Regeneration
You distort time around an ally, selecting a period of time where their abilities are at their highest. Their damage, attack rate and regeneration rates are dramatically increased for a brief period. This power places the Temporal Selection mode on the target. While this is in effect, the target has any healing and healing over time effects from Temporal Mending or Chrono Shift significantly increased. Recharge: Very Long
Accuracy: 1
Range: 80
Activation time: 2.27 seconds
Recharge time: 120 seconds
Endurance cost: 10.4
Accepts Endurance Discount, Range, Recharge Time, and Heal enhancements.
Recharge Time Strength: 30% * for 120 seconds, non-resistable
Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Toxic, Psionic Strength: 31.25% * for 120 seconds, non-resistable
Regeneration: 150% for 120 seconds, non-resistable
Grant Power: Temporary_Powers.Temporary_Powers.Temporal_Selecti on_Buff for 120 seconds
________________________________________
Distortion Field
Ranged (Location AoE), Foe(-Recharge, -Speed), Chance for Hold
You can choose an area to slow the flow of time down to a crawl. Enemies who enter the field will have their attack rate and speed slowed dramatically. In addition, affected enemies might become held as they are frozen in time. Targets affected by Time Crawl will have the chance to be held increased. Recharge: Very Long
Accuracy: 1
Range: 70
Activation time: 2.03 seconds
Recharge time: 60 seconds
Endurance cost: 14.56
Accepts Hold Duration, Slow, Endurance Discount, Range, and Recharge Time enhancements.
Create entity: Pets_DistortionField_Defender for 45 seconds
Entity: Pets_DistortionField_Defender
Copies combat mods from creator
Does not zone with caster
Powers:
ResistAll
ResistAll
Manifested powers cannot be affected.
Untouchable: 10000% * on self for 10.25 seconds, non-resistable
Fly: 10000% * on self for 10.25 seconds, non-resistable
Distortion Field
-Speed, -Recharge, Chance for Hold
All foes that enter the Distortion Field will have both their rate of attack and movement speed reduced.
Accuracy: 1
Radius: 20
Activation time: 0 second
Recharge time: 0 seconds
Endurance cost: 0
Pulses every: 2 seconds
Accepts Hold Duration and Slow enhancements.
Run Speed: -113.75% for 2.3 seconds
Recharge Time Strength: -81.25% * for 2.3 seconds
Max Run Speed: -350% * for 2.3 seconds [ critters only ]
Fly Speed: -97.5% for 2.3 seconds
Jump Height Strength: -113.75% * for 2.25 seconds
Jump Speed: -113.75% for 2.25 seconds
Held: Mag 3 for 5.96 seconds after a 0.25 second delay (10% chance) [ only critters without Time_Crawl_Debuff ]
Held: Mag 3 for 0.3 seconds after a 0.25 second delay (10% chance) [ only players without Time_Crawl_Debuff ]
Held: Mag 3 for 5.96 seconds after a 0.25 second delay (20% chance) [ only critters with Time_Crawl_Debuff ]
Held: Mag 3 for 0.3 seconds after a 0.25 second delay (20% chance) [ only players with Time_Crawl_Debuff ]
________________________________________
Time Stop
Ranged Hold, Foe -Regen, -Heal
You trap your target within the flow of time causing them to be held helpless. Even those resistant to the effects of Time Stop's hold will still have their regeneration rate and healing effects reduced for a brief period. Targets affected by Time Crawl will suffer from a more powerful hold, however its benefits are brief. Recharge: Long
Accuracy: 1
Range: 70
Activation time: 2.17 seconds
Recharge time: 16 seconds
Endurance cost: 8.84
Accepts Hold Duration, Endurance Discount, Range, Recharge Time, and Accuracy enhancements.
Held: Mag 3 for 11.92 seconds [ only critters ]
Held: Mag 3 for 2.98 seconds [ only players ]
Held: Mag 1 for 5.96 seconds [ only critters with Time_Crawl_Debuff ]
Held: Mag 1 for 1.49 seconds [ only players with Time_Crawl_Debuff ]
Healing Strength: -37.25% for 20 seconds [ only critters ]
Regeneration: -50% * for 20 seconds [ only critters ]
Regeneration: -500% * for 20 seconds [ only players ]
________________________________________
Farsight
PBAoE Team, +To-Hit, +Defense(All), +Perception
You give your allies a brief glimpse of the future and what is to come. This provides you and your team a moderate increase to your chance to hit and defense for a short period of time. Recharge: Very Long
Accuracy: 1
Radius: 25
Activation time: 2.03 seconds
Recharge time: 360 seconds
Endurance cost: 15.6
Accepts Endurance Discount, Recharge Time, To Hit, and Defense enhancements.
Melee, Ranged, AOE, Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Psionic Defense: 12.5% for 120 seconds, non-resistable
To-hit: 12.5% for 120 seconds, non-resistable
Perception Radius Resist: 64.875% for 120 seconds, non-resistable
Perception Radius: 86.5% for 120 seconds, non-resistable
________________________________________
Slowed Response
Ranged (Targeted AoE), Foe -Defense, -Resistance
You manipulate time around a targeted foe causing their reflexes to become slowed and sluggish. This causes them to have decreased defense, damage resistance and damage output. A target affected by Time Crawl will suffer from a more powerful effect. Recharge: Very Long
Accuracy: 1
Range: 80
Radius: 25
Activation time: 2.27 seconds
Recharge time: 150 seconds
Endurance cost: 15.6
Accepts Endurance Discount, Range, Recharge Time, Defense Debuff, and Accuracy enhancements.
Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Toxic, Psionic Resist: -30% * for 30 seconds [ only targets without Time_Crawl_Debuff ]
Base Defense: -25% for 30 seconds [ only targets without Time_Crawl_Debuff ]
Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Toxic, Psionic Resist: -36% * for 30 seconds [ only targets with Time_Crawl_Debuff ]
Base Defense: -31.25% for 30 seconds [ only targets with Time_Crawl_Debuff ]
________________________________________
Chrono Shift
PBAoE, Team +Recharge, Moderate Healing over Time
You cause nearby allies to act more quickly by allowing them to slip through the time stream seamlessly. While this power is active, the flow of time will constantly undo a portion of your allies' wounds causing them to periodically recover health. An ally affected by Temporal Selection will recover additional health from Chrono Shift. Recharge: Very Long
Accuracy: 1
Radius: 25
Activation time: 2.03 seconds
Recharge time: 300 seconds
Endurance cost: 20.8
Accepts Endurance Discount, Recharge Time, and Heal enhancements.
Healing: 26.7724 every 3 seconds over 30 seconds after a 1 second delay [ only targets without Temporal_Selection_Buff ]
Healing: 40.1586 every 3 seconds over 30 seconds after a 1 second delay [ only targets with Temporal_Selection_Buff ]
Recharge Time Strength: 50% * for 90 seconds, non-resistable
* Numbers are shown for the Defender version of the powerset, other ATs will have reduced values -
Yeah, I'd agree with that. And it's not even a "fire and forget" set like Traps can be, so a LOT of redraw will be occurring. Great for non-weapon sets, though.
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Maybe not concept-wise, but I think that this is the debuff/buff set that I've really been waiting for on a LOT of combos.
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That is a good question. I would think yes, because it just sets the flag and says that you have the buff. However, I haven't tried it.
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Even better: the power details as they were in June:
Monday, June 27, 2011
Time Manipulation!
Start the DeLoreans, we're going back in time! This all-new powerset will be available for Defenders, Controllers, Corruptors, and Masterminds. I will continue to update this post with real numbers as I get, uh, time...
View the full post in order to see the list of powers and what they do.
The powers, in order that they will be available (at the AT-appropriate levels) are:
Time Crawl
Ranged Foe, -Speed, -Recharge, -Regen, Special
You're able to dramatically slow the time around a single enemy, reducing their movement speed and attack rate. Time is slowed to such an extreme that their wounds will take longer to heal, reducing their regeneration rate. Time Crawl applies the Delayed effect on its target. Debuff and control effects from other Time Manipulation powers are increased on affected targets affected by Delayed. Recharge: Long.
Accuracy: 1
Range: 80
Activation time: 1.6 seconds
Recharge time: 15 seconds
Endurance cost: 10.4
Accepts Slow, Endurance Discount, Range, Recharge Time, and Accuracy enhancements.
Run, Jump, Fly Speed: -75% for 20 seconds
Recharge Time Strength: -75% * for 20 seconds
Jump Height Strength: -75% * for 20 seconds
Max Run Speed: -350% * for 20 seconds [ critters only ]
Regeneration: -250% * for 20 seconds [ critters only ]
Regeneration: -432.5% * for 20 seconds [ players only ]
Grant Power: Temporary_Powers.Temporary_Powers.Time_Crawl_Debuf f for 20 seconds
________________________________________
Temporal Mending
PBAoE, Ally +Heal, Heal Over Time, +Res(Slow, Regen Debuff)
You mend the wounds of yourself and nearby allies by placing your bodies in a past or future state where they are far less injured. Temporal Mending will immediately heal its targets and continue to heal them for an equal amount over the next 6 seconds. Additionally, affected allies will gain some resistance to slow effects and regeneration debuffs. Allies affected by the Accelerated effect will receive additional healing from this power. Recharge: Long
Accuracy: 1
Radius: 25
Activation time: 2.03 seconds
Recharge time: 18 seconds
Endurance cost: 13
Accepts Endurance Discount, Recharge Time, and Heal enhancements.
Healing: 100.397 [ only targets without Temporal_Selection_Buff ]
Healing: 26.7724 every 1.5 seconds over 6 seconds after a 1 second delay [ only targets without Temporal_Selection_Buff ]
Healing: 150.595 [ only targets with Temporal_Selection_Buff ]
Healing: 40.1586 every 1.5 seconds over 6 seconds after a 1 second delay [ only targets with Temporal_Selection_Buff ]
Run, Fly, Jump Speed Resist: 20% * for 30 seconds, non-resistable
Recharge Time Resist: 20% * for 30 seconds, non-resistable
Jump Height Resist: 20% * for 30 seconds, non-resistable
Regeneration Resist: 43.25% * for 30 seconds, non-resistable
________________________________________
Time's Juncture
Toggle: PBAoE Foe (-Damage, -Speed, -To Hit)
You create a time dilation field around you causing enemies who get too close to be slowed to a crawl, their movement speed, damage and chance to hit will be decreased substantially. Enemies affected by Delayed have these affects increased. Recharge: Slow
Accuracy: 1
Radius: 25
Activation time: 0.67 seconds
Recharge time: 10 seconds
Endurance cost: 0.1625
Pulses every: 0.75 seconds
Accepts Slow, Endurance Discount, Recharge Time, and To Hit enhancements.
To-hit: -31.25% for 1 second [ only targets without Time_Crawl_Debuff ]
Run, Jump, Fly Speed: -62.5% for 1 second [ only targets without Time_Crawl_Debuff ]
Max Run Speed: -350% * for 1 second [ only critters without Time_Crawl_Debuff ]
Jump Height Strength: -62.5% * for 1 second [ only targets without Time_Crawl_Debuff ]
Fly: -160% for 1 second [ only targets without Time_Crawl_Debuff ]
Smashing, Lethal, Toxic, Psionic, Fire, Cold, Energy, Negative Energy Strength: -25% * for 1 second [ only targets without Time_Crawl_Debuff ]
To-hit: -37.5% for 1 second [ only targets with Time_Crawl_Debuff ]
Run, Jump, Fly Speed: -75% for 1 second [ only targets with Time_Crawl_Debuff ]
Max Run Speed: -420% * for 1 second [ only critters with Time_Crawl_Debuff ]
Jump Height Strength: -75% * for 1 second [ only targets with Time_Crawl_Debuff ]
Fly: -192% for 1 second [ only targets with Time_Crawl_Debuff ]
Smashing, Lethal, Toxic, Psionic, Fire, Cold, Energy, Negative Energy Strength: -30% * for 1 second [ only targets with Time_Crawl_Debuff ]
________________________________________
Temporal Selection
Ally +Damage, +Recharge, +Regeneration
You distort time around an ally, selecting a period of time where their abilities are at their highest. Their damage, attack rate and regeneration rates are dramatically increased for a brief period. This power places the Temporal Selection mode on the target. While this is in effect, the target has any healing and healing over time effects from Temporal Mending or Chrono Shift significantly increased. Recharge: Very Long
Accuracy: 1
Range: 80
Activation time: 2.27 seconds
Recharge time: 120 seconds
Endurance cost: 10.4
Accepts Endurance Discount, Range, Recharge Time, and Heal enhancements.
Recharge Time Strength: 30% * for 120 seconds, non-resistable
Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Toxic, Psionic Strength: 31.25% * for 120 seconds, non-resistable
Regeneration: 150% for 120 seconds, non-resistable
Grant Power: Temporary_Powers.Temporary_Powers.Temporal_Selecti on_Buff for 120 seconds
________________________________________
Distortion Field
Ranged (Location AoE), Foe(-Recharge, -Speed), Chance for Hold
You can choose an area to slow the flow of time down to a crawl. Enemies who enter the field will have their attack rate and speed slowed dramatically. In addition, affected enemies might become held as they are frozen in time. Targets affected by Time Crawl will have the chance to be held increased. Recharge: Very Long
Accuracy: 1
Range: 70
Activation time: 2.03 seconds
Recharge time: 60 seconds
Endurance cost: 14.56
Accepts Hold Duration, Slow, Endurance Discount, Range, and Recharge Time enhancements.
Create entity: Pets_DistortionField_Defender for 45 seconds
Entity: Pets_DistortionField_Defender
Copies combat mods from creator
Does not zone with caster
Powers:
ResistAll
ResistAll
Manifested powers cannot be affected.
Untouchable: 10000% * on self for 10.25 seconds, non-resistable
Fly: 10000% * on self for 10.25 seconds, non-resistable
Distortion Field
-Speed, -Recharge, Chance for Hold
All foes that enter the Distortion Field will have both their rate of attack and movement speed reduced.
Accuracy: 1
Radius: 20
Activation time: 0 second
Recharge time: 0 seconds
Endurance cost: 0
Pulses every: 2 seconds
Accepts Hold Duration and Slow enhancements.
Run Speed: -113.75% for 2.3 seconds
Recharge Time Strength: -81.25% * for 2.3 seconds
Max Run Speed: -350% * for 2.3 seconds [ critters only ]
Fly Speed: -97.5% for 2.3 seconds
Jump Height Strength: -113.75% * for 2.25 seconds
Jump Speed: -113.75% for 2.25 seconds
Held: Mag 3 for 5.96 seconds after a 0.25 second delay (10% chance) [ only critters without Time_Crawl_Debuff ]
Held: Mag 3 for 0.3 seconds after a 0.25 second delay (10% chance) [ only players without Time_Crawl_Debuff ]
Held: Mag 3 for 5.96 seconds after a 0.25 second delay (20% chance) [ only critters with Time_Crawl_Debuff ]
Held: Mag 3 for 0.3 seconds after a 0.25 second delay (20% chance) [ only players with Time_Crawl_Debuff ]
________________________________________
Time Stop
Ranged Hold, Foe -Regen, -Heal
You trap your target within the flow of time causing them to be held helpless. Even those resistant to the effects of Time Stop's hold will still have their regeneration rate and healing effects reduced for a brief period. Targets affected by Time Crawl will suffer from a more powerful hold, however its benefits are brief. Recharge: Long
Accuracy: 1
Range: 70
Activation time: 2.17 seconds
Recharge time: 16 seconds
Endurance cost: 8.84
Accepts Hold Duration, Endurance Discount, Range, Recharge Time, and Accuracy enhancements.
Held: Mag 3 for 11.92 seconds [ only critters ]
Held: Mag 3 for 2.98 seconds [ only players ]
Held: Mag 1 for 5.96 seconds [ only critters with Time_Crawl_Debuff ]
Held: Mag 1 for 1.49 seconds [ only players with Time_Crawl_Debuff ]
Healing Strength: -37.25% for 20 seconds [ only critters ]
Regeneration: -50% * for 20 seconds [ only critters ]
Regeneration: -500% * for 20 seconds [ only players ]
________________________________________
Farsight
PBAoE Team, +To-Hit, +Defense(All), +Perception
You give your allies a brief glimpse of the future and what is to come. This provides you and your team a moderate increase to your chance to hit and defense for a short period of time. Recharge: Very Long
Accuracy: 1
Radius: 25
Activation time: 2.03 seconds
Recharge time: 360 seconds
Endurance cost: 15.6
Accepts Endurance Discount, Recharge Time, To Hit, and Defense enhancements.
Melee, Ranged, AOE, Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Psionic Defense: 12.5% for 120 seconds, non-resistable
To-hit: 12.5% for 120 seconds, non-resistable
Perception Radius Resist: 64.875% for 120 seconds, non-resistable
Perception Radius: 86.5% for 120 seconds, non-resistable
________________________________________
Slowed Response
Ranged (Targeted AoE), Foe -Defense, -Resistance
You manipulate time around a targeted foe causing their reflexes to become slowed and sluggish. This causes them to have decreased defense, damage resistance and damage output. A target affected by Time Crawl will suffer from a more powerful effect. Recharge: Very Long
Accuracy: 1
Range: 80
Radius: 25
Activation time: 2.27 seconds
Recharge time: 150 seconds
Endurance cost: 15.6
Accepts Endurance Discount, Range, Recharge Time, Defense Debuff, and Accuracy enhancements.
Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Toxic, Psionic Resist: -30% * for 30 seconds [ only targets without Time_Crawl_Debuff ]
Base Defense: -25% for 30 seconds [ only targets without Time_Crawl_Debuff ]
Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Toxic, Psionic Resist: -36% * for 30 seconds [ only targets with Time_Crawl_Debuff ]
Base Defense: -31.25% for 30 seconds [ only targets with Time_Crawl_Debuff ]
________________________________________
Chrono Shift
PBAoE, Team +Recharge, Moderate Healing over Time
You cause nearby allies to act more quickly by allowing them to slip through the time stream seamlessly. While this power is active, the flow of time will constantly undo a portion of your allies' wounds causing them to periodically recover health. An ally affected by Temporal Selection will recover additional health from Chrono Shift. Recharge: Very Long
Accuracy: 1
Radius: 25
Activation time: 2.03 seconds
Recharge time: 300 seconds
Endurance cost: 20.8
Accepts Endurance Discount, Recharge Time, and Heal enhancements.
Healing: 26.7724 every 3 seconds over 30 seconds after a 1 second delay [ only targets without Temporal_Selection_Buff ]
Healing: 40.1586 every 3 seconds over 30 seconds after a 1 second delay [ only targets with Temporal_Selection_Buff ]
Recharge Time Strength: 50% * for 90 seconds, non-resistable
* Numbers are shown for the Defender version of the powerset, other ATs will have reduced values -
Quote:Even using that method, you still can't combine the primaries and secondaries totally. For instance, you can't choose to be a Bane + Soldier primary, and a Crab secondary. You have go go with either the Bane or Bane + Gadgets. So it's still not 25 options. But I will concede that you can choose powers from both of your primaries and both of your secondaries.Yes, each VEAT does add 25 combos... because they can choose UP TO two primary sets and UP TO two secondary sets, they actually have 5 to choose from for primary and 5 for secondary.
As an example:
Arachnos Soldier has...
Primary Power Sets:
1 Arachnos Soldier
2 Crab Spider Soldier
3 Bane Spider Soldier
4 Arachnos Soldier + Crab Spider Soldier
5 Arachnos Soldier + Bane Spider Soldier
Secondary Power Sets:
1 Training and Gadgets
2 Crab Spider Training
3 Bane Spider Training
4 Training and Gadgets + Crab Spider Training
5 Training and Gadgets + Bane Spider Training
And yes, every Arachnos Soldier will have the Arachnos Solider and Training and Gadgets power sets listed in their personal info and in their enhancement management screen, but if the character don't actually HAVE any powers from those sets, then those sets shouldn't be regarded as a powerset possessed by that specific character. That's how I look at it.
-MC -
Above the power trays, there are a few clickable areas, such as "Powers" "Inspirations" and "Enhancements."
Click on the "Powers" option. At the top of that window there is an "Incarnate Abilities" button. Click on that, and it'll bring up the window that you need. -
Quote:Yup, keep in mind the date of this info...it might already be a bit out of date, though it doesn't look too imbalanced to me. Certainly, my Psi/Time Corruptor is looking forward to it. Massive amounts of -Recharge and a single-target -Regen. Probably decent for AV fights.I've gotta say I'm NOT a fan of the recharge/duration on Farsight**. Even fully slotted with SOs it's only a 66.6% uptime? Bleh. I DO however like that Chronoshift can be perma'd. I guess I'll be making another Recharge IO build for the character I inevitably roll.
I'm honestly a little surprised at how strong the Regen debuff in Time Crawl is.
All in all it looks like a fun set.
**But I will give it a go on Beta because drawing any final conclusions.
I see what you're saying about Farsight, but I think that 66% uptime will be fine for it, as it does look like it does a lot. I think of it like Recovery Aura, but better. -
Quote:The VEATs don't add 25 combos. You can either be a Crab or Bane, or a Widow or Fortunata. You can't, however, pick the Fortunata primary and Night Widow secondary. As such, the VEATs have what I would say are 6 combos total: Night Widow, Fortunata, Regular Widow, Crab Spider, Bane Spider, Huntsman.Don't forget the epic archetypes. They add another 52 combos for us to try:
Peacebringer: 1 primary and 1 secondary... 1 combo.
Warshade: 1 primary and 1 secondary... 1 combo.
Arachnos Spider: 5 primary combos and 5 secondary combos... 25 combos.
Arachnos Widow: 5 primary combos and 5 secondary combos... 25 combos. -
Good! I've been keeping quite on this for too long!
Monday, June 27, 2011
Time Manipulation!
Start the DeLoreans, we're going back in time! This all-new powerset will be available for Defenders, Controllers, Corruptors, and Masterminds. I will continue to update this post with real numbers as I get, uh, time...
View the full post in order to see the list of powers and what they do.
The powers, in order that they will be available (at the AT-appropriate levels) are:
Time Crawl
Ranged Foe, -Speed, -Recharge, -Regen, Special
You're able to dramatically slow the time around a single enemy, reducing their movement speed and attack rate. Time is slowed to such an extreme that their wounds will take longer to heal, reducing their regeneration rate. Time Crawl applies the Delayed effect on its target. Debuff and control effects from other Time Manipulation powers are increased on affected targets affected by Delayed. Recharge: Long.
Accuracy: 1
Range: 80
Activation time: 1.6 seconds
Recharge time: 15 seconds
Endurance cost: 10.4
Accepts Slow, Endurance Discount, Range, Recharge Time, and Accuracy enhancements.
Run, Jump, Fly Speed: -75% for 20 seconds
Recharge Time Strength: -75% * for 20 seconds
Jump Height Strength: -75% * for 20 seconds
Max Run Speed: -350% * for 20 seconds [ critters only ]
Regeneration: -250% * for 20 seconds [ critters only ]
Regeneration: -432.5% * for 20 seconds [ players only ]
Grant Power: Temporary_Powers.Temporary_Powers.Time_Crawl_Debuf f for 20 seconds
________________________________________
Temporal Mending
PBAoE, Ally +Heal, Heal Over Time, +Res(Slow, Regen Debuff)
You mend the wounds of yourself and nearby allies by placing your bodies in a past or future state where they are far less injured. Temporal Mending will immediately heal its targets and continue to heal them for an equal amount over the next 6 seconds. Additionally, affected allies will gain some resistance to slow effects and regeneration debuffs. Allies affected by the Accelerated effect will receive additional healing from this power. Recharge: Long
Accuracy: 1
Radius: 25
Activation time: 2.03 seconds
Recharge time: 18 seconds
Endurance cost: 13
Accepts Endurance Discount, Recharge Time, and Heal enhancements.
Healing: 100.397 [ only targets without Temporal_Selection_Buff ]
Healing: 26.7724 every 1.5 seconds over 6 seconds after a 1 second delay [ only targets without Temporal_Selection_Buff ]
Healing: 150.595 [ only targets with Temporal_Selection_Buff ]
Healing: 40.1586 every 1.5 seconds over 6 seconds after a 1 second delay [ only targets with Temporal_Selection_Buff ]
Run, Fly, Jump Speed Resist: 20% * for 30 seconds, non-resistable
Recharge Time Resist: 20% * for 30 seconds, non-resistable
Jump Height Resist: 20% * for 30 seconds, non-resistable
Regeneration Resist: 43.25% * for 30 seconds, non-resistable
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Time's Juncture
Toggle: PBAoE Foe (-Damage, -Speed, -To Hit)
You create a time dilation field around you causing enemies who get too close to be slowed to a crawl, their movement speed, damage and chance to hit will be decreased substantially. Enemies affected by Delayed have these affects increased. Recharge: Slow
Accuracy: 1
Radius: 25
Activation time: 0.67 seconds
Recharge time: 10 seconds
Endurance cost: 0.1625
Pulses every: 0.75 seconds
Accepts Slow, Endurance Discount, Recharge Time, and To Hit enhancements.
To-hit: -31.25% for 1 second [ only targets without Time_Crawl_Debuff ]
Run, Jump, Fly Speed: -62.5% for 1 second [ only targets without Time_Crawl_Debuff ]
Max Run Speed: -350% * for 1 second [ only critters without Time_Crawl_Debuff ]
Jump Height Strength: -62.5% * for 1 second [ only targets without Time_Crawl_Debuff ]
Fly: -160% for 1 second [ only targets without Time_Crawl_Debuff ]
Smashing, Lethal, Toxic, Psionic, Fire, Cold, Energy, Negative Energy Strength: -25% * for 1 second [ only targets without Time_Crawl_Debuff ]
To-hit: -37.5% for 1 second [ only targets with Time_Crawl_Debuff ]
Run, Jump, Fly Speed: -75% for 1 second [ only targets with Time_Crawl_Debuff ]
Max Run Speed: -420% * for 1 second [ only critters with Time_Crawl_Debuff ]
Jump Height Strength: -75% * for 1 second [ only targets with Time_Crawl_Debuff ]
Fly: -192% for 1 second [ only targets with Time_Crawl_Debuff ]
Smashing, Lethal, Toxic, Psionic, Fire, Cold, Energy, Negative Energy Strength: -30% * for 1 second [ only targets with Time_Crawl_Debuff ]
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Temporal Selection
Ally +Damage, +Recharge, +Regeneration
You distort time around an ally, selecting a period of time where their abilities are at their highest. Their damage, attack rate and regeneration rates are dramatically increased for a brief period. This power places the Temporal Selection mode on the target. While this is in effect, the target has any healing and healing over time effects from Temporal Mending or Chrono Shift significantly increased. Recharge: Very Long
Accuracy: 1
Range: 80
Activation time: 2.27 seconds
Recharge time: 120 seconds
Endurance cost: 10.4
Accepts Endurance Discount, Range, Recharge Time, and Heal enhancements.
Recharge Time Strength: 30% * for 120 seconds, non-resistable
Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Toxic, Psionic Strength: 31.25% * for 120 seconds, non-resistable
Regeneration: 150% for 120 seconds, non-resistable
Grant Power: Temporary_Powers.Temporary_Powers.Temporal_Selecti on_Buff for 120 seconds
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Distortion Field
Ranged (Location AoE), Foe(-Recharge, -Speed), Chance for Hold
You can choose an area to slow the flow of time down to a crawl. Enemies who enter the field will have their attack rate and speed slowed dramatically. In addition, affected enemies might become held as they are frozen in time. Targets affected by Time Crawl will have the chance to be held increased. Recharge: Very Long
Accuracy: 1
Range: 70
Activation time: 2.03 seconds
Recharge time: 60 seconds
Endurance cost: 14.56
Accepts Hold Duration, Slow, Endurance Discount, Range, and Recharge Time enhancements.
Create entity: Pets_DistortionField_Defender for 45 seconds
Entity: Pets_DistortionField_Defender
Copies combat mods from creator
Does not zone with caster
Powers:
ResistAll
ResistAll
Manifested powers cannot be affected.
Untouchable: 10000% * on self for 10.25 seconds, non-resistable
Fly: 10000% * on self for 10.25 seconds, non-resistable
Distortion Field
-Speed, -Recharge, Chance for Hold
All foes that enter the Distortion Field will have both their rate of attack and movement speed reduced.
Accuracy: 1
Radius: 20
Activation time: 0 second
Recharge time: 0 seconds
Endurance cost: 0
Pulses every: 2 seconds
Accepts Hold Duration and Slow enhancements.
Run Speed: -113.75% for 2.3 seconds
Recharge Time Strength: -81.25% * for 2.3 seconds
Max Run Speed: -350% * for 2.3 seconds [ critters only ]
Fly Speed: -97.5% for 2.3 seconds
Jump Height Strength: -113.75% * for 2.25 seconds
Jump Speed: -113.75% for 2.25 seconds
Held: Mag 3 for 5.96 seconds after a 0.25 second delay (10% chance) [ only critters without Time_Crawl_Debuff ]
Held: Mag 3 for 0.3 seconds after a 0.25 second delay (10% chance) [ only players without Time_Crawl_Debuff ]
Held: Mag 3 for 5.96 seconds after a 0.25 second delay (20% chance) [ only critters with Time_Crawl_Debuff ]
Held: Mag 3 for 0.3 seconds after a 0.25 second delay (20% chance) [ only players with Time_Crawl_Debuff ]
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Time Stop
Ranged Hold, Foe -Regen, -Heal
You trap your target within the flow of time causing them to be held helpless. Even those resistant to the effects of Time Stop's hold will still have their regeneration rate and healing effects reduced for a brief period. Targets affected by Time Crawl will suffer from a more powerful hold, however its benefits are brief. Recharge: Long
Accuracy: 1
Range: 70
Activation time: 2.17 seconds
Recharge time: 16 seconds
Endurance cost: 8.84
Accepts Hold Duration, Endurance Discount, Range, Recharge Time, and Accuracy enhancements.
Held: Mag 3 for 11.92 seconds [ only critters ]
Held: Mag 3 for 2.98 seconds [ only players ]
Held: Mag 1 for 5.96 seconds [ only critters with Time_Crawl_Debuff ]
Held: Mag 1 for 1.49 seconds [ only players with Time_Crawl_Debuff ]
Healing Strength: -37.25% for 20 seconds [ only critters ]
Regeneration: -50% * for 20 seconds [ only critters ]
Regeneration: -500% * for 20 seconds [ only players ]
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Farsight
PBAoE Team, +To-Hit, +Defense(All), +Perception
You give your allies a brief glimpse of the future and what is to come. This provides you and your team a moderate increase to your chance to hit and defense for a short period of time. Recharge: Very Long
Accuracy: 1
Radius: 25
Activation time: 2.03 seconds
Recharge time: 360 seconds
Endurance cost: 15.6
Accepts Endurance Discount, Recharge Time, To Hit, and Defense enhancements.
Melee, Ranged, AOE, Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Psionic Defense: 12.5% for 120 seconds, non-resistable
To-hit: 12.5% for 120 seconds, non-resistable
Perception Radius Resist: 64.875% for 120 seconds, non-resistable
Perception Radius: 86.5% for 120 seconds, non-resistable
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Slowed Response
Ranged (Targeted AoE), Foe -Defense, -Resistance
You manipulate time around a targeted foe causing their reflexes to become slowed and sluggish. This causes them to have decreased defense, damage resistance and damage output. A target affected by Time Crawl will suffer from a more powerful effect. Recharge: Very Long
Accuracy: 1
Range: 80
Radius: 25
Activation time: 2.27 seconds
Recharge time: 150 seconds
Endurance cost: 15.6
Accepts Endurance Discount, Range, Recharge Time, Defense Debuff, and Accuracy enhancements.
Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Toxic, Psionic Resist: -30% * for 30 seconds [ only targets without Time_Crawl_Debuff ]
Base Defense: -25% for 30 seconds [ only targets without Time_Crawl_Debuff ]
Smashing, Lethal, Fire, Cold, Energy, Negative Energy, Toxic, Psionic Resist: -36% * for 30 seconds [ only targets with Time_Crawl_Debuff ]
Base Defense: -31.25% for 30 seconds [ only targets with Time_Crawl_Debuff ]
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Chrono Shift
PBAoE, Team +Recharge, Moderate Healing over Time
You cause nearby allies to act more quickly by allowing them to slip through the time stream seamlessly. While this power is active, the flow of time will constantly undo a portion of your allies' wounds causing them to periodically recover health. An ally affected by Temporal Selection will recover additional health from Chrono Shift. Recharge: Very Long
Accuracy: 1
Radius: 25
Activation time: 2.03 seconds
Recharge time: 300 seconds
Endurance cost: 20.8
Accepts Endurance Discount, Recharge Time, and Heal enhancements.
Healing: 26.7724 every 3 seconds over 30 seconds after a 1 second delay [ only targets without Temporal_Selection_Buff ]
Healing: 40.1586 every 3 seconds over 30 seconds after a 1 second delay [ only targets with Temporal_Selection_Buff ]
Recharge Time Strength: 50% * for 90 seconds, non-resistable
* Numbers are shown for the Defender version of the powerset, other ATs will have reduced values -
Is it kosher to post the powers now that it's in open beta?
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Maybe YOU can't combine Claws with Stone Armor, but my character Odd Combo on the test server quite enjoys it.
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There will be a LOT in the set that melee masterminds will want and like. May not be the best set for a ranged MM (though still not bad), but melee MMs will find the set useful.
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The Kraken in Perez Park was there first, so Lusca needed a different name. Not sure why it couldn't have gotten renamed when an actual giant octopi moved in.
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Quote:Oh, I get that, I really do. I wouldn't want to sit through that either. In that case, where I a paid movie script writer, I'd ask myself what I could do to have those skips without completely negating the chain of command. I'm sure there are ways. Starting at the true beginning was most definitely not the way to really go, I'll agree with you there. But if that was your course of action, at least string the rest of it together with at least some sense.Sadly, it's the nature of the beast. Yes, it would have made a lot more sense, if they were going to play it that way, to document James T. Kirk's entire career from (PANCAKE)(PANCAKE)(PANCAKE)(PANCAKE)(PANCAKE)(PANC AKE)(PANCAKE)(PANCAKE) midshipman to war hero to youngest-ever-to-date starship captain - but to the General Public, for whom - let's be honest with ourselves - such films are made and not The Fandom, that would have been entirely too much faff. John Q. Public wants to see Captain Kirk of the starship Enterprise, and he's not going to be up for sitting through Mr. Midshipman Kirk, Lieutenant Kirk, Kirk and the Hotspur, Kirk During the Crisis, and Kirk and the Atropos just to get there.
Mind you, what this reveals is that the entire "start at the beginning" strategy was flawed and should've been discarded as unfeasible, rather than what they did instead to make it fit into their expectations of the public's patience for such things - but that's life in the big city. -
Quote:But that's kinda the problem. My Elec Stalker can choose between focusing on the boss if that's what the team needs, or wiping out the spawn's minions and lieuts. I can do either role, and while I might be better at the AoE than the ST, with AS and my ST attacks, I'm alright at taking out the boss, too. MA doesn't get that versatility. They should take down the boss every time. They have a single role: take down the toughest guy there. When he's dead, find the next toughest guy, etc. I can do the job of the MA guy well enough, but he can't do the AoE thing at all.Solo this is true. The most efficient way to go through a spawn is to AoE until just the heavy targets are left and then scrap them with ST (assuming you don't need to kill them first for survival reasons). On a team you aren't the only one dealing damage so it's more efficient time-wise to split the task of taking out the larger number of lesser enemies with the task of taking out the bosses and do both at the same time. Inevitably, the person dealing with the bosses will do less total damage, however, so if you can't get past the idea that this person's contribution to the team is just as important as the ones AoEing all the trash and doing more total damage then.... well, you're not going to feel like you're contributing with a ST stalker.
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Quote:I enjoyed the movie as an action flick, but not as a Star Trek movie. Yes, it was a reboot of the story, but you can't just throw out common science terms like they don't mean anything and you can make up your own science behind them. I think that when Star Trek first came out, you could probably have gotten away with something like "A supernova is threatening half the galaxy," but not today. I think most Trekkies know that that wouldn't happen, and that if it could, a black hole wouldn't stop it (after all, there are a decent amount of black holes out there, wouldn't one of them have stopped it?).That's a great point. While I did enjoy the reboot, a true prequel would have been preferable. As you pointed out above, new stories could have been told without messing with continuity.
Doing a true prequel showing a logical reason for this staff all coming together on the same ship and working together in a coherent chain of command would have been better. I think that most trek fans would have been okay with fitting stories in between where the episodes and movies took place. Better that than having to Hamfist everything together and explain horribly how the main cast of characters got their positions on the ship. "You! Guy right out of the academy! The guy 249th in the chain of command. Yeah you! Take over, you're the captain if I should die." Really? REALLY? That's the best you could do?
But yeah, glad that the Borg aren't the enemy in the new movie. If you've got a reboot of a universe, make some previous friends enemies, and enemies friends. Have the Bajorans take over the Cardassians, or something. Klingons and the Federation make peace much earlier. Have the Ferengi try to acquire the Federation in some sort of trade deal. There's plenty of lore out there that you could change just slightly to make for a completely different universe. -
Honestly, my Elec/Nin Stalker is my current favorite. However, upon creating a DB/Willpower Stalker and getting it up to SO levels (think I stopped around level 27ish), I wasn't a fan. I can't imagine trying to feel productive on a full team with a MA/ Stalker.
I think that's my problem with Stalkers: there's such a huge disparity between sets in both offensive and defensive potential. Offensively, being a ST-only character in a game where the smallest spawn size you can fight is two, and where in a team setting you're usually facing significantly more than that, you're going to be putting out less damage than a character that has lower base damage, but can do it in AoE formats. I mean, my Elec/ Stalker has Lightning Rod, Thunderstrike, Fireball, and now the Void Judgement (and Chain Induction, if it doesn't kill someone). If I'm playing solo, I tend to use all of those and my single target attacks quite frequently. On a team, I'm just cycling between those five powers, and still slaughtering whole spawns.
If I was MA, I'd have Fireball and Void, and that's it in terms of AoE potential. Fireball recharges fast enough, but it's still a wait until level 47 to get it. Up until that point, I'd have to focus on killing hard, single targets versus slaughtering spawns. And that's the trade-off. I highly doubt that the MA would be able to take down hard, single targets at a rate sufficient to meet the Elec/'s XP potential, by a significant degree.
Defensively, their lower HP and HP cap greatly hinders sets like Regen and Willpower from being great. The base Defense numbers are equal to Scrappers and Brutes (sometimes better for some reason), but the best defensive sets for them seem to be the ones with "tricks" like /EA and /Nin and even /Dark Armor with its auras.
The other sets seem like they lose something key in order to gain Hide. I know that there wasn't the tech to turn off damage auras and such before recently, but Willpower I think would have gained from RttC, and Elec Armor could have been decent with Lightning Field, but without them they're only okay.
Overall, I think that's why there's such a love/hate relationship with Stalkers. Some sets are great, and especially so when paired. Others are absolutely horrible together. No other AT that we have has as much of a performance gap between sets, I feel, at least in terms of how the AT is supposed to function. -
Farming can mean many different things in this game, which is probably leading to some of your confusion. When it comes to the MA, usually people are farming for two things: tickets and XP. Tickets can be used to buy recipe rolls or salvage rolls, which can earn you some good influence, and the XP should be fairly self-explanatory.
The MA does allow you to choose enemies which deal damage that you are well protected from, which can speed up the process (say you're a Fire Armor Tanker, with 90% resistance to Fire damage. If you're fighting enemies that deal only fire damage, or mostly fire damage, you can take on more enemies at once than you could if they all dealt Energy damage). The more enemies you can kill in the same timeframe, the better off you are in terms of farming. -
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If you swear often enough, do your posts become whole showtunes?
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