CBeet

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  1. First, to the task at hand:

    Bolas: ST ranged immob, no damage, 50% chance for knockdown

    Storm Kick: Damage upped to that of Energy Punch

    Focused Chi: Focus Chi/Build Up clone, but also gives melee attacks a 5-10% chance to crit so it has an altered name

    Crane Kick: Damage upped to that of Bone Smasher

    Caltrops

    Cobra Strike: Damage put back to pre-buff

    Quickness

    Distract: ST foe placate, -def

    Nerve Strike: Shocking Grasp clone, karate chop animation


    On the topic of Blaster balance:

    I think either their damage cap should increase to the Brute's or HP increased to the Scrapper's, or maybe some +recharge and +tohit added to Defiance?

    I've been playing for over 4 years now and my first real character was a Blaster (Energy/Devices), fell in love with them then and I still play them now (currently Fire/Devices and Archery/Mental going through the levels). A part of the real fun to me is that, yes, Blasters are squishy, but their damage really does make up for it.. Sometimes. They're tricky to play, very active, very quick but rewarding as they're not about the raw numbers, but rather playing with the enemy AI to best effect to minimise the damage you take. On the other hand, it's also about nuking them into next week before they can do anything.

    With a Brute-level damage cap, or at least a raised one, they'd be a better buff choice in teams and can really make a difference with the damage when compared to, say, a damage capped Corruptor, it's a case of working out the balance points between self +damage vs buffs/debuffs.

    With the Scrapper level of HP, hopefully combined with an HP cap increase aswell, it'd give Blasters more oppertunities for IOs other than just slapping on 30%+ defense and be done with it. I for one know that if Beet had 1800 or so HP (and I ran out of excess inf IOing out) he'd be almost as hard to kill as my Katana/DA Scrapper, while still throwing out just as much, if not more damage.

    And finally, if given additional benefits with Defiance (I really did prefer the old defiance tbh..) then it'd make them the building avalanche of damage that their counterparts can be. If I throw out a Fire Blast, it currently gives an 11% damage buff (if Mids is to be believed), but what if it also gave an 11% recharge and 5.5% tohit buff? Or let's up the numbers, increase all Defiance damage buffs by 50% on top of the additional buffs. The highest damage buff I've been able to get when testing out Defiance is about 30-40%, maybe 50% if I've got Hasten or a few outside recharge buffs going. Alternatively, I could have just used a couple red insp, killed a group and got them back without having to constantly use the quicker, lower damaging attacks meaning that enemies are alive longer anyway for the damage buff to not really matter because I've been planted before the buff was meaningfull.

    Meanwhile, Brutes can tank x4 missions easily and get a 150-170% damage buff in about 10 seconds, which is about how long a Blaster's small Defiance buff will last.
  2. -Resistance, while good, wouldn't be too useful I don't think for a Blaster to replace Aim or Build Up. The way I see those powers is that they're meant for a moment of awesome in which the character can really let loose, and by replacing it with what I'd expect to be a relatively weak ST debuff (Blasters numbers are low for those, afterall) I don't think it'd give the right oomph needed for them.

    I'd rather have some sort of really high damage attack, like an ST nuke on the same recharge as Aim/BU (or a little longer). Rather than charging up so all your next attacks are better, you charge up and throw all your attacks into one big hit.. Infact, it'd be nice to have alternatives to Aim, or Build Up as personally I find them a little dull, no matter how infinately useful they may be.

    Hadouken-like attack for Energy with huge knockback

    Column/tornado of fire and debris for Fire Blast (or perhaps summon a meteor?), with excessive DoT afterwards

    Giant ice spike for Ice with a high mag hold

    Long, controlled shock of lightning for Electricity complete with a high end drain (at least 50%)

    Head explosion for Psi.. Okay, how about raising them up with telekinesis and crushing them? With a high mag stun

    Prolonged scream for Sonics, chance for high mag knockback or stun, plus the usual -res

    Controlled explosion under the target for Radiation, complete with knock-up and large -def

    ST Empty Clips for Dual Pistols, just a huge barrage of shots against the one enemy

    Something with the flamethrower for AR.. Setting the enemy on fire with a very high damaging DoT

    Taking multiple arrows in one shot at a single enemy for Archery, maybe even multiple Blazing or Explosive arrows for a good visual indication of the higher damage

    Engulfing the target with darkness, like the new Shadowy Presence power, with the giant ghost skull floating above and massive DoT for Dark Blast.. With -tohit.

    Make them use up 20-30 endurance with some -recovery, so they are effectively a brief glimpse of a true nuke, and I'd really enjoy that.
  3. CBeet

    Psionic Support

    Thanks for the feedback!

    The general idea behind the end costs was that, as a psychic, it shows that you're constantly concentrating on keeping the buffs on an ally, or several allies, rather than having to cycle through short-lived buffs for everyone.. On a similar train of thought, each buff should be a little better than click variants, because they can only be kept on a single target at a time.

    The god-mode I feel is balanced because;

    1) It only lasts a fraction of the time similar god-modes last for (30 seconds as opposed to 180 seconds), which is also shorter than other T9 support powers (Adrenaline and Painbringer are 90 seconds, Dark Servant lasts 240)

    2) It drains a large amount of endurance while it is up, forcing you to choose wisely who else you buff or how many toggles you keep going at once, plus hindering what other powers you can use at the time

    3) At the end, you have a crash. It's not as severe as the usual god-modes, but on a squishy Defender/Corruptor/Mastermind/Controller, it is still a major impact. With a toggle heavy buff set, it's bad if your endurance crashes, but if it keeps the Tank or Brute or Scrapper alive at a key point in the fight then it's done it's job.

    And, of course, all numbers here should be taken with a pinch of salt. I typed it out at 2am and running on caffeine but the general idea has been laid out
  4. CBeet

    Chain Gun

    Quote:
    Originally Posted by McNum View Post
    Because there's a little Heavy in all of us.
    LEETLE BABY MAN

    ..Yes, more temp powers which're useful please. *deletes 7th power analyzer*
  5. CBeet

    Psionic Support

    So, me and a friend were talking and he brought up a fun little idea: A purely psionic based support set. The concept behind is it an opposite for Poison, as in a primarily single target buff set with some controls.

    For a set gimmick, I'd thought about how psychics have to really concentrate to use their abilities for a prolongued amount of time, so how would a constant form of protection mean? Well, how about toggle ally buffs? No PBAoE bubbles, but targetted ally buffs with a kinda pricey end/sec drain but a powerful buff for your chosen target. With this idea in mind, plus existing powers, I propose this:

    Distract: Click ST foe -tohit (10-15%), -damage (Psi, 15-30%) 15 second recharge, 20 second duration

    Bolster: Toggle ST ally +resistance (All but S/L 20-30%, Psi 30-40%), .2-.5end/sec drain, self -dam (10-30%)

    Mind Siphon: Click ST foe -endurance (10-20%), -recovery (50-100%), -damage (all, 15-30%, psi 30-40%) 30 second recharge, 20 second duration

    Connect Minds: Toggle ST ally +defense, +tohit, +res(Psi), .2-.5end/sec drain (ST Fortunata Mind Link), self -def (5-15%)

    Clear Mind (from Empathy)

    Brain Storm: Toggle ST ally +damage (30-50%), +recharge (30-50%), .2-.5end/sec drain, self damage ticks like Oppressive Gloom or -regeneration (200-500%), resistance to healing (25-50%)

    Deception: Click ST foe placate, -defense (10-20%), 45 second recharge

    Induce Paranoia: Click ST foe confuse (mag 3, 12 seconds), fear (mag 2, 12 seconds), 15-20 second recharge

    Force of Will: Toggle ST ally god-mode (+100% res to all, 100% def to all), 30 second cut-off duration, 300 second recharge. 1-2end/sec drain, self crash on toggle drop to 0 endurance and 25% health


    All thoughts (pun not intended) and critique accepted, thank you for reading and thanks to Coregazer for the initial idea.
  6. Awesome thanks for the reply. Currently planning on chance for hold and chance for end drain to build a good AoE sapper, fingers crossed it works as well as it looks on paper
  7. Quote:
    Originally Posted by Candlestick View Post
    Which is actually a boost to the set overall. And the set is still ultra-fast, even without IO's, or +Recharge, or Hasten, or anything like that.
    ..And therefore, with little +recharge thrown in, it only gets godly from there.

    So, back to the OP: Yes, Claws/Elec would be GREAT with the end management, +recharge auto and damage aura.
  8. Quote:
    Originally Posted by Bill Z Bubba View Post
    Hmmm, stone melee with all that mitigation from knocks and stuns and a hold or katana with all that mitigation from divine avalanche.

    Perfect for FA and its abject lack of mitigation!
    I have but one thing to say.

    You do not need mitigation against defeat enemies.
  9. I remember there being a bug with chain attacks (Chain Induction being the only one at the time) where, when slotted with procs, the % chance of the proc going off was also put forward to the chain jump, so say you put a chance for negative damage in Chain Induction, there was then only a 20% chance that it would then jump to another target?

    Now, am I going insane and that never happened, or was there a bug like that and if so, was it patched? I'm eyeing up damage procs and the like for Elec Control chains.
  10. Blueside, I'd choose a zone which would make the most use out of new design possibilities brought to light with GR, so the more densly packed city areas primarily. With that standpoint, it's then on to which zone which fits this criteria is also not used often, or is used so much yet is relatively bland nonetheless.. Which to me, means Steel Canyon, Independence Port or Dark Astoria. All in all, I think it goes down to Dark Astoria or Independence Port, but seeing as IP actually has content, DA wins.

    Villainside, I think each of the zones has enough. While St Martial is a popular choice, and I can agree that it needs a little bit of loving with the missions, I would much rather see a brand new zone. I'd like to see something like a giant SHIELD-style air base built by Aeon, or maybe a proper city area of Oranbega, all for the 30-50 area. Hey, go nuts, how about an underwater base
  11. Now I wanna level up an Elec/Shield JUST to Scrapper nuke the team when fighting CoT..
  12. Did somebody say AOE!?

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    Elec/Fire/Mu. There's some AoE for you.

    ..Needs more though.
  13. Claws/WP! Do it!

    Be a blender!
  14. Martial Arts, Thunder Kick: Karate chop

    Sonic Blast, Fire/Ice Breath: Able to shoot from the hands, alternating between left, right and both?

    Elemental melee attacks (Melee, Manipulation and Assault sets) : Kicks instead of punches, with element auras on the legs/feet

    Assault Rifle: Shooting from the hand/wrist, like PPD

    Dual Blades: More brutal/striking attacks, less dancing, mostly for the Brute (And while off-topic, how about putting the axes in DB too? They're still bladed weapons )

    Seconded for elemental melee attacks having weapon/without weapon variations

    Archery/TA: Crossbows

    Crashing PBAoE nukes: Rapid Boil costume change animation, rather than the squat and roar

    Axe/Broadsword/Mace: Two-handed animations
  15. Okay, ignoring the fact the best way for a Blaster to survive is by having more damage to take down the enemy first (or having a few billion to spend on softcapping), I would imagine Ice/Mental to have the most survivability.

    Through a combination of quick damage, two holds, Drain Psyche and the extra AoE damage working with Ice's relatively low AoE potential, it should be tough to kill if played right and still be able to decimate enemies.

    Hero Plan by Mids' Hero Designer 1.704
    http://www.cohplanner.com/

    Level 50 Magic Blaster
    Primary Power Set: Ice Blast
    Secondary Power Set: Mental Manipulation
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Medicine
    Ancillary Pool: Cold Mastery

    Hero Profile:
    ------------
    Level 1: Ice Bolt Dmg-I(A), Dmg-I(3), Dmg-I(3), Acc-I(5), Acc-I(5)
    Level 1: Subdual Acc-I(A)
    Level 2: Ice Blast Dmg-I(A), Dmg-I(7), Ruin-Dmg/Rchg(9), Acc-I(9), Acc-I(11), RechRdx-I(11)
    Level 4: Frost Breath Dmg-I(A), Dmg-I(7), AirB'st-Dmg/EndRdx(13), Acc-I(13), RechRdx-I(15), RechRdx-I(48)
    Level 6: Aim RechRdx-I(A), RechRdx-I(15)
    Level 8: Freeze Ray Acc-I(A), Acc-I(17), Hold-I(17), Hold-I(19), RechRdx-I(19), RechRdx-I(21)
    Level 10: Psychic Scream Dmg-I(A), Dmg-I(21), AirB'st-Dmg/Rchg(23), Acc-I(23), Acc-I(25), RechRdx-I(25)
    Level 12: Swift Run-I(A)
    Level 14: Hurdle Jump-I(A)
    Level 16: Concentration RechRdx-I(A), RechRdx-I(27)
    Level 18: Bitter Ice Blast Dmg-I(A), Dmg-I(27), Mael'Fry-Dmg/EndRdx/Rchg(29), Acc-I(29), Acc-I(31), RechRdx-I(31)
    Level 20: Drain Psyche RechRdx-I(A), RechRdx-I(31), H'zdH-Heal/EndRdx/Rchg(33), Heal-I(33), Adrenal-EndMod/Acc/Rchg(33), Acc-I(34)
    Level 22: Stamina EndMod-I(A)
    Level 24: Ice Storm Dmg-I(A), Dmg-I(34), RechRdx-I(34), RechRdx-I(36), EndRdx-I(36)
    Level 26: Bitter Freeze Ray Dmg-I(A), Dmg-I(36), Acc-I(37), Acc-I(37), RechRdx-I(37), EndRdx-I(39)
    Level 28: Hasten RechRdx-I(A), RechRdx-I(39), RechRdx-I(39)
    Level 30: Super Speed Run-I(A)
    Level 32: Blizzard Dmg-I(A), Dmg-I(40), Dmg-I(40), RechRdx-I(40), RechRdx-I(42), RechRdx-I(42)
    Level 35: Aid Other Heal-I(A)
    Level 38: Psychic Shockwave Dmg-I(A), Dmg-I(42), C'ngBlow-Dmg/Rchg(43), Acc-I(43), Acc-I(43), RechRdx-I(45)
    Level 41: Snow Storm EndRdx-I(A)
    Level 44: Hoarfrost RechRdx-I(A), RechRdx-I(45), RechRdx-I(45), Heal-I(46), Heal-I(46), Heal-I(46)
    Level 47: Hibernate RechRdx-I(A), RechRdx-I(48), RechRdx-I(48)
    Level 49: Aid Self Heal-I(A), Heal-I(50), IntRdx-I(50), IntRdx-I(50)
    ------------
    Level 1: Brawl Empty(A)
    Level 1: Sprint Empty(A)
    Level 2: Rest Empty(A)
    Level 1: Defiance
    Level 6: Ninja Run
  16. Barbarians would be great!

    Tier 1

    Battleaxe/Shield.
    Default: Brawl, Swift, Beheader, Phalanx Fighting
    1st Upgrade: Gash, True Grit
    2nd Upgrade: Pendulum

    Warmace/Shield.
    Default: Brawl, Swift, Bash, Phalanx Fighting
    1st Upgrade: Jawbreaker, True Grit
    2nd Upgrade: Crowd Control

    Crossbow(Archery)/SR.
    Default: Brawl, Snap Shot
    1st Upgrade: Aimed Shot, Quickness
    2nd Upgrade: Blazing Arrow(Bolt?), Focused Senses (Ranged defense)

    Tier 2

    Broadsword/Shield x2.
    Default: Brawl, Swift, Slash, Phalanx Fighting, Throwing Axe (higher damage Throwing Knives origin power)
    1st Upgrade: Hack, Slice, True Grit, Deflection, Parry
    2nd Upgrade: Head Splitter, Grant Cover or Against All Odds, Health

    Tier 3

    Super Strength/Shield
    Default: Brawl, Swift, Jab, Punch, Phalanx Fighting, Throwing Axe
    1st Upgrade: Haymaker, Deflection, True Grit, Health
    2nd Upgrade: Knockout Blow, Shield Charge, Stamina

    Level 18 power would be a pet Rage buff, same recharge/duration, high (20-40) end cost. Attacks can be Aimed Shot from a crossbow, then Hack and Parry of Broadsword (seeing as Demon Summoning introduced the idea of melee attacks in the MM set, and Zombies the personal buff, or well.. Heal).
  17. I highly doubt Freezing Touch will get that treatment, because it was already done to Frozen Aura.
  18. Got the go-ahead so see you people there. Going have to call dibs on a computer though, mine's a bit big to slug half way up England.
  19. Quote:
    Originally Posted by Blood Spectre View Post
    Was I the only one expecting to see He-Man and company in a foot race?
    No, no you weren't.
  20. Change the 1 to a 2 (ala Telekinesis) and sure.
  21. Rage as a toggle would be interesting. A constant damage/tohit buff in exchange for some sort of larger debuff. I know the defense and damage debuff with now isn't the best choice (mostly at the Defense debuff) and for reasons I wont go into, so it would need something else.

    With a high endurance cost (unenhancable?), long recharge between acitvations and.. Well, what about -recharge? Harder yet slower hits, it could fit thematically, but then I suppose it'd just be going against Fire Armour and Regen (incase of SS Scrappers or Regen Brutes) rather than defensive based sets due to the reliance on self heal/s.

    How about this for an interesting thought: Toggle, 80% smashing damage buff, 0.52/sec endurance drain (unenhancable), -15% tohit? It can work with the classic lumbering brute (not the AT) which is usually given super strength to some degree. Really big hits, but they may have trouble hitting in the first place. I think with the amount of ideas available of how it could work, all it needs is a downside which wouldn't hinder one set over another

    And Umbral, while your idea sounds great, it also sounds like it'd need alot of work for just one set. Sometimes the simplest solution is the best.
  22. So long as it's used sparingly and in a clever way, I don't see why some NPCs shouldn't get Taunt, and maybe some extra Confuse/Placate here and there. Sure, having an enemy taunt you away from the mission objective would suck, but so's getting caught by a patrol when collecting a glowie/fighting a boss or misfiring a power because your mouse overclicked the tray.

    Perhaps for balance, it can be a real hit or miss power. Slap on a tohit check and give it a low chance (25%?) and no way for defense to block/dodge it, a long recharge so it's one-shot, short duration.. Doesn't have to be powerful, but it's still a little thing that'll be thrown in here and there.

    I can see mostly bosses gaining the ability to taunt. Crey bosses in power armour, for instance, I can see them having Confront at the very least (They're in the heavy gear, so they'd effectively be the Tanker for Crey anyway). What about Malta? I can see a Gunslinger taunting/calling a player out, or how about Carnie Strongmen?

    Placate and Confuse can be thrown onto Carnies too. Give Seneschals the ability to placate when low on health and Ring Mistress confuse (Ooh, World of Confusion?). How about the Freakshow or the Devouring Earth? Stunner Chief, Deathcap and Deathspore all given short duration ST confuses.

    Could even make Arachnos more annoying and pass on an AoE taunt to the Crab Spider boss and Confuse to Fortunatas.
  23. In the corner of the room, a small section of the wall seemed to distort. Brick work started to bend and fold and wood panels spun in place before there was a rather comical *POP*, signaling the arrival by teleportation of a large jolly man with big bushy hair and a beard, wearing a brown lab coat maybe one size too small and large brass power gauntlets just tucked into the sleeve.

    The jolly man laughed, the large lab goggles propped onto his curly hair shook free and went down over his eyes, "Good evening patrons of SCIENCE! I hope I'm not too late, am I? I am Doctor Eremianaiepus and I wish to partake in the competition!" He laughed heartily at the crowd before stopping and looking rather serious. "Right after I've been to the lavatory. It's in the back I'm guessing?" He did not wait for an answer though, deciding to just walk off aimlessly, letting whoever was next in line show off their work.