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Well, first of all, slotting it well and having it up often, and using it often, is a good start.
IMHO, the main thing to realize is that Taunt is an aggro multiplier. It's not really as powerful on its own as it is when stacked with other sources of aggro. So attack, drop debuffs on foes, control and knock them around. Hit Bosses in preference to minions (that will aggro their minions automatically) and possibly Lts as well. (I don't know if they give less aggro to surrounding minions than a Boss, or none at all. Then again, aggroing one foe in a spawn will usually give minor aggro to others in a spawn, so there's no harm in hitting a Lt. that is in a spawn with a minion)
With Dark's debuffs you should be capable of drawing plenty of aggro, so just add Provoke to your usual procedure to lay down your debuffs, putting it before everything else. For instance, I'd probably go with Provoke, then Tar Patch, then anchor Darkest Night on the toughest foe in the patch.
Another important point is that if you want to HOLD aggro, you should always act first. It's harder to pull aggro off a teammate than it is for you to pull it off of him. So if you're going to tank you should act like a tank, go in first and make the first move. This applies to both your teammates and your henchmen. -
Yeah, since AM decreases recharge, like Hasten, that means that like Hasten, the more often it is up, the more often it is up. Because it shortens its own recharge.
Recharge is thus probably the most important thing you can put in it. End mod would be second, since everybody needs more End. (And you can probably recover more additional End over its duration than it cost to cast it, so that's more efficient than regular End as well) -
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This whole thread can be summed up simply:
You are using another, unrelated application to try and analyze what CoH is doing. The only true, 100% certain measure of how the game is acting is the game itself.
Mids includes the 75% to hit modifier in calculating the final to hit based on Accuracy. ParagonWiki does not. You are not looking at two different values across time, you are looking at two different calculations, once including the base to hit chance, and one that does not.
Because of that confusion, you are applying the 75% modifier twice, once in Mids' listed "accuracy" and once in your correction of Mids' accuracy. -
If you're asking if setting the color of your Phantom Army also sets the colors of their blasts and attacks, then yes, I believe it does.
I do know that with my Phantasm, I made him a bright gold to match the gold color of my Controller's other powers. His blasts are all gold. However, amusingly the Decoys that he summons are the original pure white color, and their blasts are all pure white. It makes it easy to see which are his summons and which are mine.
If you're looking to make the blasts a different color from the color of your Phantam Army, trying making the secondary color of your Phantom Army match the color you want. Then make their primary color something else. Their "costume" will still have that second primary color, but I believe the blasts only use the one color, not both.
For instance, if you're trying to make your PA's blasts the original white blasts, try making them white and whatever other color you have in mind for their costume, not that color and white, or that color for both choices. -
Quote:That's good, that means it may be somewhat easier that trying to kludge together my weapon idea.And to answer your question, yes, Rooted and Granite lay over one another.
Honestly, I think if we could customize PART of the form, even if we couldn't customize ALL of it, it would be a big step forward. So I can't change the color of my Nova from bright blue? But can I put a whirling eddy in the middle of him that is gold? I'd go for that... -
Quote:Heh. I like unusual tanks. Amusingly enough, for the longest time I had only ONE Tanker, a no-neck type named Blue Diamond. However, for all his muscle and compact build, he's only about 5 feet tall. He's a foul-tempered, grouchy, obstinate jerk, who insists that no one is ever going to beat him. Probably has an inferiority complex.I'm not sure I get why would anyone make a huge, no-necked tank, who looks indistinguishable from hundreds of other huge, no-necked toons. [...]
I have a SD/DM tank who is very good at tanking. She hovers, taunts, does ranged attacks, and in no way feels that killing anything is her job (even though she does pretty good damage). She's a tiny fairy in strapless dresses and a bad attitude named Punkerbell*. Much as I love her, I find playing this way more than a hour and I want to scream.But he's all about being loud and obnoxious and the center of attention to the point where he pretty much exemplified the Tanker for me.
He was never more than an off-tank, though. Because I built him for offense he wasn't really able to tank for a team the way a more dedicated Tanker could. But taunting was inherent to his concept, so he could HOLD the aggro, he just couldn't always take it. (Actually, he would so often come within an instant of death and then not die that I had a teammate comment on it. That was back when Invincibility was far stronger than it is now, though)
I've got two more Tankers now, though, which were offshoots of the same concept. One is Dark/Dual Blades, and is something more like a thief or a druid than the no-neck type. He has a couple of ferrets (who do all the "taunting" for him by running up his foes' legs) and sneaks around under cloak before popping out to grab aggro.
My other Tanker is a Stone/Axe, who was originally the nature druid concept. But now he's a more traditional stoner, doing the tanking for the team thing. He's not built that way, though, he's tall and kind of gangly (not as much as the druid used to be) and more a cunning type of fighter than just brute force.
I honestly don't see the issue, I haven't had trouble with damage since, say around Issue 3, and I solo constantly. It's just a matter of picking attacks and slotting them reasonably. And honestly, knowing that you can wade into ANYTHING and end up being the last thing standing is pretty nice. I wouldn't say my Stone can do as much damage as my Inv/SS, and I wouldn't say that he's got as much control and utility as my Dark, but that's just the difference between sets. -
Quote:This was actually the way Super Strength was designed back in Beta. Extremely high damage, slow recharge attacks. KO Blow is still like that. The players complained about standing around for long periods of time waiting on the punches to recharge, though. It did not seem realistic that a PUNCH, the simplest form of attack there is, would be so slow and require such a wait in between. Thus, the attack rate was increased, and damage was reduced, and you have SS as it stands now.In every other video game, seriously, every other game. The biggest guy does the most damage. Period. He may have an attack rate that would make a turtle yawn. He may miss more than most. He may lack cool stuff that other characters get. But, big guy = big damage in the videogame world.
Honestly, back in the day, Tanker sets were mostly designed like that. Stone Melee, Fire Melee, Axe and Mace, they all have powerful attacks with long recharges. Scrappers got the faster attack sets, Claws, Spines, they were intended to hit more often, but do less damage. But, Broadsword was an exception, and eventually Martial Arts (it started out really low damage but had its animation times decreased) and with Proliferation Tankers have been getting faster sets and Scrappers the slower ones.
The thing is, even if you gave Tankers a +100% boost to damage and a 100% increase in recharge, it still wouldn't do the job because recharge is not important in this game, animation time is. What the devs SHOULD have done is given Tankers attacks that do a lot of damage, but take twice as long to animate. Then the Tankers would not be standing around doing nothing, they would be attacking, but their attacks would be slower and more ponderous than a Scrapper. It's too late for that now, and with Proliferation you couldn't design a set that way anyway, just for a single AT.
Lowering To Hit or raising End cost wouldn't be a viable solution either. Both of those limitations can be overcome with the right build. You would just end up with Tankers doing twice as much damage as Scrappers, while being just as resiliant as they are now.
Quote:Seriously, the only hope for the Devs with this AT is to bring the damage to the exact same level as Brutes, no Fury though. -
Technically speaking what you are saying is that you want "textures" not "models".
I knew what you meant, but just being clear.
And I do think in some cases minor variations on the models may be needed to add some of the things we would like. Shoulder pads, for instance, or capes are additional "accessories" which are added to the base model. It's very likely that such could not be allowed for costume overrides, like Kheldian forms or Granite Armor, and so if you wanted to add such things, like different horns, the model itself might have to vary and not just the skin.
That's a way different thing from the model being totally different, though, which I think is what Memphis_Bill was arguing against. Say, adding a Jellyfish form in addition to Squid and Lobster. (That would really imply a form with whole new powers, which would be asking for far too much)
Although I did suggest in the past adding some sort of accessory using the weapon technology, just basically adding a weapon that the Nova/Dwarf would "draw" when going into the form. So you could, say, add a horn, or a glowing core in the center of the form, or a variant of an arm or tentacle. This might be similar to BaB's suggestion that he change the Granite Armor to be "rock bits" that were attached to your character's body, which would then be rendered invisible so it would look like he turned into rock. The same tech presumably could be applied to make a Kheldian have customizable forms. The forms would just become "attachments" to each body part and limb instead of a costume change.
Then again, I don't know if BaB ever succeeded at this, or it was abandoned because a lot of players seemed opposed to such a drastic, non-reversable change.
(Personally, I have not gotten my Stone Tank to 32 yet, so I can't check this, but does anyone know whether if you have Rooted running in Granite form, the "boots" still appear around your feet? Because if they do, this would be exactly what I am suggesting) -
Sonic is always the best choice of Secondary when going for pure, in your face damage. I'm going to damage you! And then I'm going to make it so when I damage you again I will do even MORE damage!"
Rad, Storm, TA and Traps are all good, strong debuffing soloable sets. TA is really nothing but debuffs, you don't do anything to teammates, it's all indirect because of what you're doing to the bad guys. Traps is excellent for sneaking around and laying down psuedo-pets that you can draw your foes into, but personally I prefer it for Masterminds, because of the synergy of laying down traps while your henchmen do all the work. There's just something about luring foes into a minefield that never gets old, though.
Rad's strength is in its balance. It isn't as active or aggressive as TA or Storm (nothing beats Storm for pure knockback chaos) but it gives you very strong offense while still building up your defense with a combination of both buffs and debuffs. It has a little bit of everything, which is what makes it so good. It can be somewhat irritating get used to choosing the right anchors for a given spawn, though, particularly when your teammates keep killing them.TA's somewhat better for that as its debuffs are fire and forget.
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Quote:I think the bigger issue is that there is a greater divide amongst players of Defenders than of any other Archetype. Defenders cover a lot more territory than the other ATs. You have the "pure healer", you have the mage-like offensive debuffer, you have the mix of control and damage/debuffing, you have the psuedo-pet user, and the tank mage combo of Ranged and Defense. All of these fall under the guise of various Buff/Debuff power sets. Scrappers, by contrast, may fit into numerous categories, but they for the most part fall into the same combination of melee offense and personal defense.A) Players of Defenders (being the worst case scenario for this idea of self-buffing) are, for the most part, satisfied with the situation. The ones that are not, represent a small sub-set of a small sub-set of the overall population. If such an example in "dis-parity" existed with say Scrappers, they would solve it much faster. Dark Armor ? Anyone ?
The split of the buffer/debuffs into Defender, Controllers, Corruptors and Masterminds was meant, to an extent, to address this, I think. But these AT share fewer Power Set types than Scrappers, Tankers, Brutes and Stalkers. The latter can differentiate their role through Inherents, but it is more up to the former to specialize with their non-Buff/Debuff capability.
I think perhaps Buff/Debuff was made TOO varied. It is both buff and debuff, plus control, aggro management, and pet use as well. Often it seems like a catch-all, utility grouping. There is no commonality, unlike Melee, Ranged, Control and the hybrid sets of Summon, Manipulation and Assault, which are pretty much built around the same structure.
OTOH, Defense can be equally as varied as Buff/Debuff. And Buff/Debuff is, as I used to say a long time ago, very much a sort of ranged version of Defense. You can cast protection not only on yourself, but also on others, or reach out and weaken your foes. -
Quote:I don't know if that's a valid comparison. Kheldians in Human form have a 0.80 damage scale with ranged attacks and 0.85 with melee. A Defender's damage scale is only 0.65. Compared to that, a Corruptor or Tanker would be a more viable comparison, and the PB will be doing more damage in melee, like the Tanker. (Even more than the Tanker, in fact)I've never played PB but I remember being told they do defender lvl damage solo.
On the other hand, Defenders and Corruptors can boost their damage with buffs and debuffs, so it's not really fair to compare them one on one by damage scale like that. When you factor in the buffs and debuffs of a Defender set like Rad, then Kheldians do have about that level of damage. But they are more oriented around self buffs like Build Up instead of debuffing foes.
It took me a while to realize this, but Kheldians are NOT Defenders. They are damage dealers, which deal more damage and survive better on teams. With the glaring exception of Glowing Touch, a Peacebringer's powers are about damage dealing and tanking, NOT team support.
You're not going to get as much damage out of Human form as you would out of a Blaster, but then that's the Nova's job. A PB Human form is really more like a low damage Scrapper with ranged attacks. Or a Dominator that trades in some damage for sheilds and healing. -
Quote:Well, the forms are not of the Kheldians themselves, but the past, presumably material races they inhabited. Granted, in that they are "shadows" of those material forms. Still, I would expect the individual to try to form a shape that is as close to the body he became previously comfortable with as possible, instead of some generic form.When you're talking about alien creatures that drift through space and can live forever, you're not really able to use real-world cites about how things should work.
If we were playing actual Kheldians, though, we'd be little balls of floating fluffy light. -
Quote:Eh, if you mean "model" in the same sense as our Male, Female and Huge, then yeah. I don't think there needs to be multiple models for the Kheldian forms. (While female Novas and Dwarfs would be amusing, I don't think they're NECESSARYThere can definitely be multiple models, the same way we have multiple models for our toons faces and body types.
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We have the option to pick variations of various body parts, though. We can choose mechanical arms, wings, horns of various types coming out of our heads, decorations and attachments to our shoulders, wrists and lower legs. And that doesn't even count clothing.
Even if we assume these extra-planetary beings that the Kheldians inhabited in the past had no concept of clothing, I would expect them to have individual features that differentiated them. Just normal random genetic variation would introduce some differences, even if they didn't use visual cues to determine identity, and used smell or hearing or some alien sense instead.
Since it's not likely that we would ever have that fine a control over either shapeshifting forms or the appearance of our pets or henchmen, I would say, yeah, you want different models, only with very slight variations. A Dwarf with larger or arms or different horns, for instance, or a Nova with different numbers and lengths of tentacles. -
If you are being stunned through Unyielding and want to do something about it, the best thing to do would be to hit Unstoppable. It has an additional stun protection that (I think) stacks with Unyielding. (Even if it doesn't, it's about twice the magnitude)
If you're not yet 32 or Unstoppable isn't up, Aid Self is another option. It won't stop you from being stunned, but it will make it shorter, and reduce the amount of stacking the AV is putting on you. Getting a teammate to cast Accellerate Metabolism on you would do the same. (Of course, if you've got a teammate with Clear Mind or the bubble shields that'll actually stack on more protection)
Unfortunately, there is no way to directly slot any kind of mez protection. All you can do is stack on more powers with that effect. As others have mentioned, though, not getting hit in the first place will help a lot. So you can slot Defense where applicable. Having Unstoppable up more often or slotting Unyielding for End so it doesn't run you out and detoggle can help, too. -
Quote:I personally would like the Dual Pistols combo with some martial arts kicks. That would have more range and do more AoE damage than throwing stars. (Even the exploding kind!I've been wanting a "Natural" set for Dominator. If Whip Assault just takes too long to make (as stated by one of the devs), then I would gladly take Riot/Gadget Control and some kind of natural assault attacks. I am not too sure if I want another Assault Rifle-kind of sets. We already have Assault Rifle and Soldier. I am leaning towards Martial Arts style with kicks and throwing star. :P
With Mind control and MA/Ninjitsu, you can become a mind-controlling Ninja!)
Personally, I think the Assault Rifle is too bulky, if Riot Control uses grenades and gadgets like that, I personally wouldn't want that. However, if the Super Soaker fired things like a glue spray or tear gas, that might overlap with an Assault Rifle Secondary...
Likewise, a Control form of Trick Arrow for use with a Bow Secondary. But now we're starting to get into multiple options that I think would take too long to implement. I'd start with just the basics, something you would expect a PPD cop or SWAT officer to carry. -
Quote:I'm not twisting words around, I'm pointing out that Plant Control, Electric Melee, and Dark Miasma were at one time unique AND NOW THEY AREN'T ANY MORE. Ice Armor is still unique, but Hibernate is not (plenty of ATs get access to Hibernate) and there is nothing inherently special about Ice Armor that suggests that it will STAY unique.I know it's unique because it's stalker-only, hence why I used the term:
u·nique (y-nk) KEY
ADJECTIVE:
Being the only one of its kind.
Twisting words around in no way changes this.
Quote:I never said it should be stalker only, I just said it is a set specific to stalkers (which it is) and hinted at the idea that other melee ATs probably should get instead an APP due to the work involved tweaking the set for proliferation.
You are also not doing a very good job of avoiding the defense of that position. You suggest giving a Scrapper an APP instead. Why should a Scrapper get an APP DEFENSE? Scrappers already get an APP which has a gadget theme, it is called Weapon Mastery. Caltrops is already in it. Had Blinding Powder existed at the time, it might have been in it. And this would cause even MORE conflicts with Proliferating Ninjitsu.
And what "work" is involved in tweaking the set for Proliferation? The replacement of two powers, and possible adjustment of another. Stalkers have gotten more tweaks than that in every single Primary and Secondary they have gotten. If anything, adapting Ninjitsu to Scrappers should be merely the reversal of adapting a standard Defense Set to Stalkers.
Quote:Except, ya know, ninjitsu is -unique- to stalkers (see above definition if you have forgotten what this means). At the time these sets or powers were put into the game proliferation was not even on the map, so hard to say what they had in mind. Controllers got seeds of confusion and plant control because the powers were a -direct- port during proliferation, as with tanks/scrappers getting elec armor and elec melee from brutes.
You're arguing terminology, but the posts I was responding to had claimed that Ninjitsu should be unique to Stalkers because there is something inherent about Stalkers that makes Ninjitsu specific to them. That is what I meant by "Ninjitsu is not unique to Stalkers". Ninjitsu is a Defense Set. That means it serves the same purpose as all other Defense Sets, it mitigates damage for the AT that has it. And EVERY power in Ninjitsu, whether it eliminates aggro or not, has that effect, whether it's the main intended effect or a secondary one.
Quote:Hide would have to be removed
It will need a new name, but there don't need to be any changes to it. Unless you can explain exactly what you think would be wrong with the power on a Scrapper.
Quote:and caltrops would have to be addressed, so a lot of changes and testing would be involved to make sure that the already top stalker defensive performer doesn't go over-the-top if ported...
Quote:esp when folks (you being one) are suggesting power replacements such as "quickness", arguably the best melee passive in the game. And with a few short keystokes ninjitsu turns into the "uberset"...
I'll also point out that if your argument is that Ninjitsu would be too "uber" on any other AT, that counters the argument made by others that Ninjitsu would fail to function on any other AT. Both arguments appear to me to be guesswork.
Quote:And will tankers (who 'tank' and draw aggro), brutes (who want aggro for fury) and scrappers (who live for fighting) ever even use smoke flash or blinding powder?
Scrappers, however, should not have any conceptual conflict with Smoke Flash. I would eliminate it simply because it would not really be useful. A Scrapper doesn't need to hold aggro to be effective, though, and not all Scrappers can tank well.
And Blinding Powder should be no more detrimental to a Brute's Fury than Cloak of Fear or Oppressive Gloom. Heck, even a Tanker should be able to use it. Blinding Powder DOES NOT CAUSE YOU TO LOSE AGGRO. It transfers the attacks to an enemy target, but once the Confuse ends and the foe goes back to attacking the team, IT GOES RIGHT BACK TO ATTACKING YOU IF YOU HAVE AGGRO. Smoke Flash is the only power that actually counters aggro, causing you to lose it and transfer it to another teammate.
Likewise, neither stealth nor -perception will cause you to lose aggro. The only thing visibility does it make it harder to get aggro in the first place. And even in that case, -perception is a better effect than stealth, because it'll keep the foes from aggroing on your allies as well as on you, while you're getting in position.
Quote:Thematically they are cool and all but of what use are they really for these ATs? With all the suggested changes to ninjitsu's powers it ceases to be ninjitsu. Which is another reason why to suggest an APP instead.
Quote:but blindly arguing for the sake of arguing does nothing to help make this a reality. And that's what you seem to be doing. -
Quote:Hm. That's weird, I didn't realize that "Avoid" and "Afraid" are two different things. It makes sense, though, Avoid is moving away from a given location, while Afraid is getting away from whoever is trying to hurt you. Not to say that it's actually implemented that way, but that's the intention. (In pracrice, Afraid is always cast from a dropped pseudo-pet, so it could just as easily be causing the victim to move away from the pet)The kinda third is the "Avoid" effect powers like Rains have which encourages things to get out of the area of effect but that's not a Fear effect, just a "Run away" one.
I was going to say that Avoid might be intended to stop when you leave the AoE of the effect, however, I'd noticed Caltrops sending foes in to a frenzy, particularly werewolves, who with their high speed movement tend to take off all over the terrain when you drop a Caltrop patch. However, looking at CoD shows that Caltrops has the Afraid effect, not Avoid. I'm not sure if this is a bug, or CoD is wrong, or what.
Aside from that and Spooky, though, Fear is Fear. To me, what Spooky does is "old Fear". And that's only his single target attack, his AoE aura is normal Fear. (So anyone he sends running away screaming will still be Terrorized when and if he comes back)
BTW, when I said "the run away effect", that was really referring to Afraid/Avoid. Although the effect triggered when a critter is attacked and cannot hit the attacker many not be Afraid per se. The result is the same, though, and both can be overcome by Taunt. -
Quote:Yes, Taunt should always override the run away effect. One thing to remember is that Fear will never, in itself, cause a foe to run. The Fear effect is for the foe to cower in place, and not attack unless attacked back. If the run effect activates, it's because the Fear effect caused him to be hit by several attacks while he was unable to hit. (I'm guessing this is why low level MOBs sometimes run when hit by Fear. It's not because the Fear is making them run, but because they can't hit because they con grey)I see... I did try Gloom on Rom which has a taunt and he ran several paces in my direction and then ran away from me. If I had the actual Taunt power, will he come at me for sure?
Anyway, I personally consider it a bad idea to continue a toggle on a running critter. You never know what spawn that critter is going to run into, and aggro with your toggle. So while I'll agree your team leader was an idiot, Rom might not have been the best target to drop Darkest Night on. Of course, you want to make sure it's an anchor which won't be easily killed, but that's just something you have to decide based on the conditions of the fight.
I would say that if he was the only one being effected by the debuff, and he had run off and was no longer attacking, there really was no reason to keep it up. So turning it off was probably a good idea, just not for the reason the team leader said. -
I think my first question is, if you're thinking of a Corruptor, what are you doing in the Controller forum? I'm going to assume you either confused the two "Co" names, or clicked one link too far up. (Oops, didn't notice your reply, or that anyone else brought it up.
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The second thing is, there is really no such thing as a "healer" in this game. You can heal, but you are not a healer. Every AT which is capable of healing has a second power set that is just as important for support of the team. This is the blasts of the Corruptor or Defender, the control powers of the Controller, or the pets of the Mastermind. In other games like WoW, the healer usually has some other kind of capability that is somewhat like this, like a cleric being able to fight in melee, but this is usually a secondary role. CoH ATs are more balanced, they are expected to both support and fight.
If you're looking for "pure" support, your best bet is probably a Controller. You will be able to heal and buff, and use your control powers to keep foes locked down. Your powers will deal some damage, but it's not your main role. This might be more like the traditional spell caster from other MMOs, that doesn't deal a lot of damage but has a lot of varied utility effects.
Both the Defender and the Corruptor are the mage/support hybrids that deal ranged damage and buff allies and debuff foes. The Corruptor has more of an offense orientation, but both are really very similar. Some Defenders can get very close to the "pure support" ideal, but you should never really ignore your blasts, even on a Force Field or Empathy Defender. Rad or Dark are good choices for these because of the way the blasts debuff your foes.
Finally, the Mastermind, as you said, has pets which take some management. Not just directing them, but healing and buffing them as well. For the most part, the pets work on their own, freeing you to use your Secondary, but that Secondary is also much weaker than any other AT. So you won't be "as good a healer" as if you went with Defender. Defender will always be the best since it is their Primary, then Corruptors and Controllers are pretty much tied, with Masterminds the weakest. OTOH, with an MM your allies will be (hopefully) taking less damage since your pets will be there to soak it.
The final point, as everyone else has said, is to watch out for the term "healer". There is no Power Set that specializes exclusively with healing, the powers of the Buff/Debuff power set, as you would guess from the name, is buffing and debuffing. Far more than you are used to from other MMOs. A power set like Radiation Emission will allow you to anchor toggle powers on your foes that will keep everyone around the anchor weak, dealing lower damage, missing most of the time, vulnerable to easier hits from your allies, and taking more damage when they are hit. Plus you will be able to slow your foes, speed up your allies, give your team faster End recovery and a damage boost, and speed up their recovery from holds. You will also be able to create a cloud of choking smoke, or a flash of electromagnetic energy which will stun everyone around you. If any of your allies die, you can raise them and turn them into a mutated engine of distruction, or just make the body explode in an atomic cloud of fallout.
Oh, and you can also heal, with Radiant Aura.
Even Empathy, which is the set that specializes with healing, has powers that makes a single ally more powerful, doing more damage and giving him great defense. You can also boost the regeneration and End recovery rate of all allies around you. You'll have perhaps the best ability to protect allies from mez effects. All that on top of three powers that heal allies and one for rez. Pain is similar, but you will be able to boost your own damage on top of that, and debuff foes with an anguishing cry that will make them take more damage.
So don't think of yourself as a healer. Even as Thermal or Pain you will have far more to do than that. -
It's my thought that the Doppleganger tech is a branch off from the MA. The MA first allowed you to create duplicates of your characters as NPCs in a mission. The hardest part of this was not duplicating your costume, but duplicating your POWERS. It wasn't until the MA that a custom selection of powers could be attached to a critter.
It's apparently a lot easier to customize the color of a pet than its appearance. Henchmen still cannot be customized, presumably because it would be so difficult to let you actually select the henchman's appearance, which is what most MMs would want. So while you can customize the color of your Phantom Army, you can't customize their costume itself.
The good news is, since the Phantom Army does now have a recognizable costume, you can create YOUR costume to match theirs. And you don't have to just create a blank white costume. -
Quote:Just to make myself clear, I was not trying to imply that. Rather, I was trying to be tactful and not unnecessarily criticise the OP or his skills at searching the forums. There is enough of that from others.But to suggest that anyone who read/knew about WW's announcement is a raving Dev/I19 fan is a bit of hyperbole.
Not saying you don't have a point, but hey, you know me. -
Quote:Power Sets do not reflect AT functionality. Scrappers, Tankers, Brutes and Stalkers all share the same Power Sets. Scrappers do not have sets that are more melee focused, Tankers do not have sets that are more defense focused, Brutes do not have sets that are more focused on building Fury. There may be sets that fit those descriptions, but each of the ATs get access to sets that do not match that specialization either.Look around scrapper sets and you're not going to find any with a focus on aggro mitigation. Scrappers are straight up fighters, and scrapper sets reflect this fact.
Scrappers and Stalkers share Dark Armor, Electrical Armor, Regeneration, Super Reflexes and Willpower. Scrappers get Fiery Aura, Shield and Invulnerability, while Stalkers get Energy Aura and Ninjitsu. There is nothing about those three Scrapper sets that are specifically reflective of "straight up fighting", and all three are shared with Tankers and Brutes.
And when you get right down to it, the only power in Ninjitsu that is designed for "aggro mitigation" is Smoke Flash. Blinding Powder does not mitigate aggro any more than Cloak of Fear does. (Or putting it another way, Cloak of Fear mitigates aggro as much as Smoke Flash does) At best, the aggro is mitigated because the foe cannot attack the caster. But any mez power does that. 6 powers in Ninjitsu do not mitigate aggro in any way.
Quote:A scrapper port of the set may be functional, but the set itself would lose every aspect of what makes /nin the set that it is without the Stalker's inherant. Ninjitsu is an odd set that way, like Ice Armor for tanks, it's a set that simply doesn't WORK thematically or in practice on another AT.
The main thing is, there is NOTHING stopping Ice Armor from being ported to Stalkers. It would be a great Stalker set, outside of Icicles, which could be replaced by something without a taunt aura. Chilling Embrace would be GREAT for Stalkers, now that Hide suppresses auras, it would not draw any aggro while in Hide, and would slow foes after the Stalker attacks and prevent them from running away.
So just to start with, your assertion that Ice Armor wouldn't work with another AT is wrong. It could be proliferated to Scrappers and Stalkers, and probably will be. Second, as I said, 6 of the 9 powers in Ninjitsu wouldn't need to be changed for Scrappers at all. (Caltrops you don't have to change, just eliminate the duplication) Scrappers have Cloak of Darkness, so giving them stealth is not out of the question, and Smoke Flash could be replaced with something more appropriate to Scrappers.
It all comes down to Blinding Powder. That's what your whole argument is about. And if Blinding Powder is less useful to Scrappers, then who cares? Scrapper Ninjtsu will still have Stealth/Cloaking Device, it will still have Kuji-In Sha, and it will still (hopefully) be a gadget-based variant of Super Reflexes. THAT, more than assassin strikes and aggro management, is to me the aspect that makes Ninjitsu what it is.