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Quote:If I'm not mistaken, those attacks did 'spend' momentum at one point but it was deemed more troublesome by the players. Not quite sure I'm remembering things right though, I do recall the way the momentum powers working was changed. But there was always a 'momentum period' within an attack cycle, mind you, so it wasn't exactly like you point out.I'm currently leveling a Titan Weapons/Fiery Aura Brute to get a feel for TW and while I can't say I loathe Momentum, it does at times get annoying.
The way I'd change it is:
- Reduce the amount of time Momentum stays on you.
- Remove the automatic downtime of Momentum.
- Using any power other than a TW power will automatically drop you out of Momentum.
- Follow Through and Whirling Smash would 'use' Momentum.
To reiterate, I'd find these mechanics to be a bit more enjoyable, but overall I'm not put-off by Momentum enough to drop the character.
The only issue I have with your direction is it'd disproportionately reward recharge buffs...that is, *more* disproportionately than it already does. Not only that, but knockback and general movement would be more of a penalization than it is. Melees already cry about people knocking their foes away, this would add even more fuel to that fire.
Just pointing out personal observations about your position... -
Quote:Also, just wanted to add to this because I forgot to edit it when I read and replied to those other posts.That's easy. This isn't a 'Change this, change that', it's an 'add this, add that'
Yes, it's easier to 'add this and that' vs 'change this and that' because changes have to be data mined and tested on a different metric and also receive feedback from players if the changes are desirable and acceptable. If a player doesn't like a change, that is a very disruptive thing but if a player doesn't like an addition? Well, don't use it.
Also, I don't pay the devs *not* to keep up with escalating demands. -
Quote:Luckily, the set has lots of other healing based abilities at its disposal. To be unenthusiastic about this is like being uninterested in Empathy having a location based heal in its arsenal...I'd certainly take that over Healing Aura as I don't have to actively be where I need healing to be.Although I'm leaving my final thoughts until I can see the set in action; I'm not too thrilled about this. Location based buffs make little sense IMO in a game where groups spend less than 1 minute on a mob before they move on. So unless it is quick recharging I don't think I'm going to be too enthusiastic about it.
So think of it like that, it's a placed healing aura that also happens to grant endurance. You'll still have a ranged heal and even a PBAoE buff/regen + whatever +bloom does. -
Quote:That would depend. IMO, the melee sets don't need much. Although adding versatility at the cost of speciality might be an options. All in all, I think 1 or 2 power options added to the old melee sets would be fine and I would pay 800 points for the collective addition (so about 10 old melee sets which equals about 14 or 16 new powers).Would you guys pay (maybe less points than 800?) for a pretty dramatic "revisit" of the old sets like the ones suggested here? I would.
The blast sets, I feel, could use a lot more alternatives as they have lots more utility powers in them. I'd pay for individual sets like pools for however much they'd charge for the new upcoming 5 power pool-sets. -
Quote:Correction: it has *A Mechanic* (singular) of forced player motion. Only Rocket Thrust entails movement. Take Off can very well be placed at the spot you're standing resulting in no movement....you suggested adding powers to a completed set, to inlude mechanics like 'foced uncontrollable player motion' in lieu of knockback, while adding a purely non-combat utility mechanic to the set. And you call this 'Mitigating the Knockback Problem?' I call it 'Trying to Fix Something that Isn't Broken by Adding a More Annoying Gimmick.'
But it was simply a unique thought exercise.
Quote:Okay, in and of itself, there is nothing wrong with Force Fields. But like... well, all the other sets you mentioned in that passage... it's been showing its age for quite a while. Remember that "What Powersets need Help" thread? I'm sure you do. And gee... Force Fields, Trick Arrow, Sonic Resonance, Electric Blast, and Ice Melee all came up multiple times durring it. There is a reason for that.
Not sure where you're getting at with this but the point I was making with what you quoted and replied to was, some people like those sets how they are or have a particular quirk with certain sets that could be redeemed easily with more options.
Quote:Yeah... you have more faith in our fellow players than I. Me? I forsee this reaction:
"Wait! Broadsword now has ten powers? Energy Blast has thirteen? But what about Titan Weapons? What about Super Strength? All sets need alternate powers!"
That's a far more likely scenario. If the devs go for this, they better be ready to expand all current and future power sets to the new model... and I just think it isn't necessary.
"Wait! Broadsword has 9 powers? What about Titan Weapons?"
Response: Titan Weapons already has momentum + a defense bonus cone. The end.
Quote:Second, would I LIKE to see some of these changes? SURE! But is it practical? Heck NO! I am pointing out that what you are ultimately suggesting is a complete overhaul of how powersets work in the game. And frankly? I find it more likely that they will work on a CoH2 before tackling such a massive reworking that you are proposing. Quote:You're right that it's not specifically a problem with KB (there are niche uses for powers like e.g. Gale, which you can use to move spawns around, or Bonfire, which you can use to block tunnels or keep terminals free of enemies), but adding 1 extra attack that comes after level 32 isn't going to fix the set, either.
I won't implore the two of you to reread my OP, but instead I'll just explain it as most likely I was just unclear. This idea isn't adding another power after lvl 32 at all, it's adding an alternate power when a specific tier of power is available. i.e. Parry is available at level 8, Visceral Slash would also be available at level 8. This wouldn't require an overhaul to how powersets work, the tech to do that is already available in the Soldiers of Arachnos sets. Widows can select the power Follow up which is a +ToHit and +Dmg attack *OR* Build up with is a +ToHit and +Dmg buff and choosing one makes the other unavailable.
Also, the tech to add powers to pools has also been used before. Travel pools and epic pools have had a 5th power added to them since the game has been rolled out.
Quote:The set's problem is it has random unreliable (i.e. <90% proc chance) KB that kills your AoE damage and cannot be relied on for mitigation at the same time. So, just change everything in energy blast to KD, probably leaving 1 attack with 100% KB in it. Problem solved, no cottage rule broken.
Of course, that's my opinion. No need to argue that point.
Quote:When you consider the metagame where there are numerous ways to get high defense, and when you consider that there are support sets which offer high defense boosts while also bringing other powerful, valuable abilities to the table (Cold, Time, Dark etc) then there's a pretty serious problem.
Quote:I don't believe a dev team can possibly keep up with all the "Change this. Change that" and also create the new sets which does more for their bread and butter. -
I like the idea of the AoE heal too, it basically being a version of Vorpal Judgement where it will heal the allies in the direction you're facing, no targeting needed.
I never got a chance to play with Vorpal Judgement as none of my incarnate characters fit that theme but this will be a chance to try the mechanic out. Planning to side-roll my Plant/Thorn dom into a Plant/Nature controller. -
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Quote:One has to consider what one loses though. What can regular Force Fields do? Make it so the foe hits your allies practically 5% of the time. Even if one took every absorb shield instead of the defense shield, a FF'er still has defense buffs that will decrease the chance of their team being hit. Not only that, but you'd have to be applying that 1 absorb quite alot since it's single target only and the AoE one would likely have a moderate cooldown.The +Absorb addition to bubbles is interesting. I mean There is essentially NO hint as to what happens when a forcefield breaks currently...It's just assumed that it dissipates. Having some sort of explosition would be neat.
The only thing is moderate energy damage? With the one shot-team bubble thing going on now. Moderate damage x8 would be insane...Especially during an AV fight where they can nearly 1-shot squishies. I'd say there is a high chance of him 1shotting everyone's bubble, getting a carpload of energy damage. Then you re-applying.
If it were a chance to inflict moderate energy damage...sort of like a proc, along with gauranteed to-hit debuffs it would be fantastic!I'd use it on a bubbler.
Quote:You know... all of this seems like a whole lot of work to fix things that aren't broken. (Excepting, maybe, Force Fields.)
Especially when you start adding power tree selections to some sets. Because if such choices get added to ONE set, the Devs will need to add them to ALL sets.
So no. I'd like alternate animations for the weapon sets, and yeah, Force Fields is one of those sets in need of a Dev Tune up, but these drastic changes are not needed.
And just like Energy Blast's knockback, there's really nothing wrong with Force Fields either. It works just fine...yet you think there needs to be something to 'fix' it? Well what about Trick Arrow? Or Sonic Resonance? Electric Blast? Or Ice Melee? There's plenty of sets some deem 'need help' in some eyes and work fine in others.
As for needing to add trees to all sets? Not necessarily. The newer sets can already function diverse enough. It's the old sets, when new sets that start to tread into their themes (like Street Justice is to Martial Arts...Ice Blast was the only set on the block with any significant cold damage but that won't be the case when Water Blast debuts) would it begin to warrant adding a bit of flare. Because the old sets have little flare at all.
That all said, I find it a bit humorous that when others actually put forth this idea of expanding powersets, people acknowledge it's a lot of work but still an accepted interest. When I try to suggest it, and try to put a system to it, it's suddenly a waste of time. Lol the idea is basically a pass on the Cottage Rule, giving sets that could use a tune up an option for versatility as well as visual options (that just might be recyclable to the other powers they replace!). -
Quote:Just curious, if in the same situation (being overrun and on the verge of defeat), would you allow any of your resources to be turned over to the enemy if it could be helped?I used to find Cole almost sympathetic but as of issue 23 he's lost it. He realized he lost and pulled a "If I can't have it no one can!" trick on us in the Mag trial.
Not sure how people aren't able to connect "Blowing up the entire F-ing city" and "Being a terrible and insane person".
I think it's been established Cole realized the city had been evacuated by Primal Earth (if he would have nuked his own city without that detail is neither here or there)...so purging any potential foothold you can steal from him seems like a **** move, but if you think about those on the opposing team (some of them are power hungry and destructive villains), taking a "if you want to usurp me as the champion and defeat Hamidon, do it yourself. no cheating by using any of my junk" seems reasonable. -
Quote:If you consider the alternative, Power Burst has a good chance to mag 3+ Knockback a foe, the net effect is probably exactly the same, open distance between you and your target.I like to stand and blast, but hey, some people might like to zip back and blow up their enemies.
But going back to the primary thought of the OP, I'm sure I could conjure up some more ideas for additional themes to old powersets therefore needing just a few extra powers added to the set SoA style.
But what I've pondered so far:
Broadsword: A berserker mechanic.
Katana: A samurai mechanic.
Fire Blast: fire conjuring
Energy Blast: self propulsion
Force Field: some absorb buff for allies that 'shatters' into energy projectiles that harm and knockdown foes when it expires (probably an alternative to one of the knockback powers in the set)
Empathy: apathy powers that debuff foes' ToHit, damage and recharge, perhaps as ally targeted PBAoE toggles or self PBAoE toggles
....Pondering the idea, I'm imagining it'd only be particularly worthwhile for only some of the sets; Blasts, Melee, (De)Buff and *maybe* Armor. Why these? Well, they're shared by the most ATs. Adding options to those 3 covers every primary AT...well, except Doms...Hmm...
Anyway, the idea is diversifying the set's abilities by providing alternate options. Depending on how they're balanced, for instance, Force Field could have something like...
Force Fields
-Hexashield > Deflection Shield adds +absorb to a target (single target only). Upon destroying the hexashield on the target, it explodes in a wide (15ft) PBAoE that does minor energy dmg and debuffs foe's ToHit.
-Barrier Armor > Insulation Shield adds +absorb in an AoE around target. Upon destroying the Armor on the target, it explodes in a wide (15ft) PBAoE that does moderate energy dmg, debuffs Damage and Recharge.
-Flux Barrier > Repulsion Field a self toggle that adds a small amount of +absorb that does not stack every 4 seconds. If the barrier is destroyed, it will cause moderate PBAoE dmg and knockback all in range. The barrier will reform soon after.
-Barrier Fortress > Repulsion Bomb a placed pseudo pet that will grant a special absorb pet to allies that absorbs part of their damage. Upon destruction, it will explode into a small 8ft AoE, causing minor energy dmg around that pet. So long as allies stay in range, it will continue to grant the pet every 5 seconds until this power expires (15 seconds). Basically, a pseudo attack that gets magnified by how many allies get buffed (and that take damage).
So, a FF support character taking all those powers will find their ability to buff team defense limited but gain debuffing properties and damage instead. This might be worth using if the team doesn't need much defense or one may just opt to mix options...or they can choose by theme. -
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Worry not, hero. I won't make your existence on this planet too miserable...before I bring it all burning down to the ground at my feet.
/Dr. Evil laugh
Muaahaha MUAAHAHAAA MUWAAHAHAHAHA!!
Join me now!
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Quote:I didn't say they were more than happy to. I say they're not actively seeking more heroic means of resolving things. You speak of the 'greater good' and 'necessary evil' but that's the *villain's* reasons for their actions in this war...You're suggesting, by no in-game text, Heroes are more than happy to help Villains.
But I wonder, after this war, how many orphanages or metropolitan areas your heroe's lenience have doomed to destruction by an army of incarnated villains...a necessary evil, I suppose. -
Quote:Not that I'm honestly asking for this to be added to the game but...I like these ideas, aside from rocket thrust. Forcing movement away from the enemy is just as bad as scattering them to the four winds.
How so? One of the primary complaints about KB is that other people complain about it. This isn't even KB and considering the secondary effect is having heightened unsuppressed speed 20 or more seconds afterward...
But the goal of that particular example wasn't to 'eliminate knockback', it was varying it. I didn't suggest all the powers have a secondary option that substituted KB for something else for that very reason.
Anyway, I'm more or less curious if 're-imaginings' of old sets by giving a few alternate options for powers would be worthy of the time it'd take to implement them.
Quote:I like this Idea. You could make it a targeted AoE and Teleport onto self. So you execute the attack, the animation leads you hurdling towards the target. Then you are teleported to the place where you executed the attack. I love it :3 -
Quote:And how is going off a Villains perception of the game different from:Making assumptions based off nothing but your own perceptions of the game is silly. Go by the lore or don't go anywhere.
"To suggest it be willing and openly embraced is something my character personally scoffs at. A mission's a mission, even if she's terribly unhappy about the circumstances."
Which is a hero perspective. I suppose if you're basically handwaving villains involvement away, as if they're *only* helping out of the goodness of their heart or even their own self-preservation.
Quote:It's almost like you haven't read the thread.
Even if Cole is having a temper-tantrum, a *true* hero would still have compassion for their enemy...but I guess annihilating him is just as good. -
Still doesn't dismiss the villain element. Because, to many villains, they speak to Lady Grey under the conditions of "Sure, I'll help...but I'm taking as much well juice I can carry to increase my incarnate powers to run everything how I want so it's only a matter of time..." and her answer is pretty much "........... .......Granted."
You'd have to be pretty dense, as a hero, to not know this and beyond desperate to the point of insanity to actually pick up the axe and march into battle and not do everything in your power to resolve things some other way. Yup, Cole basically throws in all his chips in an effort to win...but heroes are doing the exact same thing...
And villains reap the rewards, of course...
...that is, unless those heroes are desperate to grab at that well juice too in order to attain a balance. Just admit it! You're no pure and shining light of justice, hero! An ounce of grey is worth the world in darkness for many villains but a hero attempting to justify the means is but a step away from black. -
Quote:There's still the matter of heroes working with villains. To say Primal is largely good inherently downplays villains and most (if not all) are even bothering to help out of personal gain. Heck, arguably the heroes are mostly helping out of personal gain. So they can be the champions of the well instead of Cole. To lead a battalion of power-greedy slaughterers is inherently 'not largely good'. In the spirit of the game, Cole may be simply defending his power so he can make sure he can keep up with Hamidon.He had an excuse. He no longer has one. At this point, as I said before, he's an overgrown child who has to be right, and is willing to destroy everything if he HAS to be wrong. He is no hero, not anymore. He is a villain. A complicated one, but a villain none the less. There is nothing truly 'tragic' about him anymore. Not due to i23.
Villainize Primal Earth as much as you need to, but this was Tyrant's own undoing. You're still (largely) wrong on Portal Corps methods (again, kill all in dimensions you're monitoring is a choice. I personally have always stealthed them for minimum casualities, rendering your barbaric argument null and void. The requirement is NOT a kill all. That is your option, as a villain.)
Primal Earth is largely 'Good', with it's pockets of Evil and many shades of Gray.
Praetoria's command is largely 'Evil', with it's pockets of Good and many shades of Gray.
Deal with it, or don't! But certain people shouldn't dig up the past and try to paint my entire argument as an RP Absolutist God-Complex... thing. More like "Read the lore you keep citing." -
Okay, so not huge or even that interesting, but you wouldn't gain or lose much if you choose either. Both are viable choices (or should be balanced as such). Okay here's a couple more advanced ideas. I'd imagine blast sets would have more powers swapped because they simply have a lot of powers with varied uses (snipes, nukes, controls) so somewhere in the real of 4 power choices added:
Fire Blast
Reason: It's a legacy set made to be an all-or-nothing deal. It has very little mitigation but grants extra damage. You don't have a choice in that matter, you have to deal with it. So why not have some options that give some of that damage back for some mitigation? But not just hand it right over, the extra damage would be there but you'd have to *actively* put yourself at more risk to get it and if you don't? No biggie. Also, some don't like the crashing nuke...
Fire Blast theme- Fire manifestation
-Fire Flies > Flares one or the other. Fire Flies would do a bit less damage than flares and would be spread over a 3 tic DoT over 3 sec. It would also have a high -movement debuff to the foe. I'd imagine the animation would be exactly like Call Swarm but the bees would be made of fire. This power would also have a chance of granting you 1 stack of 'Enflame'.
-Flame Hawk > Fire Ball one or the other. Flame Hawk is a cone that causes some moderate fire damage to all in it's wake and extra lethal damage to the actual targeted foe. All foes hit by this have a chance to be knocked down. While this power does slightly less damage than Fire Ball and over a longer activation, it has a chance to grant 1 stack of 'Enflame'.
-Manifest Flame > Rain of Fire one or the other. Manifest flame is a target granted temp power that will set the target on fire (no accuracy needed) and grants the foe 'Enflamed'. Enflamed basically causes wherever the foe is standing to catch fire and harm any foes within 10ft. This also causes 'avoid' which will ensure the target spreads the flames but mind you, this has less area range than Rain of Fire and does not scourge. This power has a chance of granting 1 stack of 'Enflame' to you.
-Phoenix Fall > Inferno one or the other. Phoenix Fall is a targeted area nuke that reduces your HP by 100%. It does the same damage as Inferno but at range. As you activate the power, you're granted stacks of 'Enflame' depending on how much HP you have although you'll always get at least 2. If you use Phoenix Fall at 80% HP or more, you automatically get 5 stacks of 'Enflame'
-Enflame are simply 'modes' that allow your fire power to manifest around your body. 2 stacks will grant you the 'Enflamed' temp power for 15 seconds and just like the actual power, anywhere you step is set ablaze and can cause the foe damage. 3 stacks will grant you a moderate amount of defense to fire attacks and 5 stacks will grant you the temp power 'Phoenix Rise'. Some points:- While the attacks that grant stacks of Enflame do less damage and over a longer activation, they also have mitigating effects added.
- Even with just 1 power that grants Enflame stacks, it'd be possible to get the temp powers as well.
- The temp powers would either be instantly granted upon acheiving a certain number of stacks or appear in a temp tray.
- One can keep up the 'Enflamed' temp by attacking and cause more damage by taking more risks and moving within the foe's melee attack range.
- Phoenix Rise is a self-rez that simply grants 8 seconds of untouchable, 30% HP and 50% END. One only has to achieve 5 stacks and you get the temp power for 20 sec. Even if you die, you'll still have access to this power.
Too complicated? Okay, well what about this one:
Energy Blast
Reason: People always complain about the knockback and means to mitigate it. I don't agree that we should be able to just cut it off but having alternate powers so you don't have to have KB in everything would at least help those players somewhat. Also, some don't like the crashing nuke...
Energy Blast theme - Rocket Propulsion
-Rocket Thrust > Power Burst one or the other. Rocket Thrust would simply have no knockback. Instead, this power would repel you backward. Rocket Thrust and Power Burst would have similar animations (and identical cast times) but where PB would mitigate the enemy, RT would grant the user temporary flight (8 seconds) and propel the user further from the foe they're targeting as it's dealing damage...if you don't like the flight, talk to the Gull but it will always repel the user backward. RT also grants the user 1 stack of 'Rocket Propulsion'.
-Comet Strike > Power Push one or the other. Comet Strike would be an downward arcing ball of energy that would strike the enemy and knock them high into the air and inflict -fly on the target. Comet Strike also grants the user 1 stack of 'Rocket Propulsion'.
-Comet Rain > Explosive Blast one or the other. Comet Rain would do the same damage as Explosive Blast but activate much slower (I'd put it at the same activation as Breath type attacks) and acts as a placed targeted AoE like Rain of Fire. This power has no secondary effects besides granting the user 1 stack of 'Rocket Propulsion'. This would do the same damage as Explosive Blast and I'd imagine the animation would be throwing a beam up that then scatters and rains down on the foe.
-Take Off! > Nova one or the other. You engulf yourself in so much energy, it harms you as you take off into the sky at the speed of light. Take Off is a PBAoE nuke with the same damage as Nova with the added benefit of teleporting you away from the area afterward. You simply target a place like you would Teleport and you nuke the place you stand and appear where you target. Take Off costs a moderate amount of endurance but debuffs your Max HP and Healing by 50% for 30sec. This also grants the user 5 stacks of 'Rocket Propulsion'.
-Rocket Propulsion would be unique to these powers and grant the user +movement, resistance to -movement, -fly and immobilization. If you don't like the added movement bonus, talk to the Gull. These stacks should last a moderate duration (15-20 seconds or something). As long as you're fighting, you'll be zipping around rather easily.- 2 stacks of Rocket P. grants the user Energy Slide, an auto power that grants fast unsuppressed run speed. Don't like it, talk to the Gull.
- 4 stacks of Rocket P. grants the user Rocket Booster, a flight power with fast unsuppressed movement that costs no endurance. This power appears in a temp tray.
- 5 stacks of Rocket P. grants the user Flash, an instant mid-range teleport power. No hover, instant cast, recharges in 10 seconds. This power appears in a temp tray.
Whew...anyway, I guess this is more me re-imagining the old sets as possibly a little more...or in the case of some set ideas, accommodate for certain preferences. What do you guys think? Any ideas? -
Okay, not a new idea and I'm sure I even made a thread once about it but I'm actually curious how others would flow with the idea, what ideas you guys may have or if it's even desirable.
The idea: expand the legacy sets from 9 powers to more than 9 but some being exclusive power choices. The thought is, the newer sets get interesting or even advantageous mechanics added to them to vary their playstyle from other similar sets (i.e. Kinetic Melee's Power Siphon and Concentrated Strike's insta-recharge mechanic, Titan Weapon's momentum, and other various 'new' mechanics ripe for use) while the older sets are...well, straight. Nothing wrong with straight but there's room to add onto. For looks, to offer alternate choices for legacy effects without taking away options, for added uniqueness, for fun and for theme. There's many reasons one could add alternate powers to the old sets.
I'd personally limit these to older legacy sets primarily because...well, let's just start with those. I suppose ideas for the newer sets are a possibility too but I'm mainly looking at the older sets. I'll start out with some easy sets. I'd start with a melee set because I feel these probably need the fewest added options, just 1 to add some variety to choices:
Broadsword and Katana
Reason: mainly because the two sets are practically the same except with different animations and slightly altered numbers. Beside that, I really think Broadsword could use a bit of help.
Broadsword theme- Berserker
-Visceral Slash > Parry you get a choice of one or the other. Visceral Slash is a moderate dmg ST attack with a slightly longer activation. I'd imagine a 3-slash animation, the last slash being a turn and a wide back-hand swing. While Parry grants defense to lethal and melee, Visceral Slash grants +ToHit (10%) and +Rech (15%) and has a chance to grant the user 1 stack of Berserker's Rage. 3 stacks of Berserker's Rage will instantly recharge either Whirling Sword (Slice for Stalker) or Headsplitter depending on which is still recharging.
Katana- Samurai
Tameshigiri > Sting of the Wasp again, a choice of one or the other. Tameshigiri (or Test Cut) is a fast activating moderate damage attack that grants the user 1 stack of 'Trained Hand'. With each stack of Trained Hand, you have a very small chance of all your Katana attacks applying a -HP and -Heal debuff. With 5 stacks, you get a 100% chance to debuff a target (or targets depending which attack you use) by -10% max HP and -50% heal. This does not stack with the same user and when the debuff procs, all 'Trained Hand' stacks are reset. -
Well then I'll 'speculate' that Biotic Armor is mainly a mix of Regeneration, Invulnerability and some debuffs, focusing primarily on using +Max HP, increased regeneration, some light resistance and exploiting the Absorb mechanic as a means of keeping yourself alive. The debuffs, while it has more than other sets, is primarily to mitigate minions like Dark Armor.
I'll further speculate that:
-Heightened Metabolism could be an auto power that improves regeneration, recovery and debuff resistances
-Environmental Adaptation could be a toggle mez protection toggle that may also improve resistance to some damage types...possibly even psionic damage...
-Ablative Carapace might be a click that greatly boost regen as well as gives the user a high amount of +absorb that takes any damage for the user instead of actual HP damage. This might even be the tier 9 power.
-DNA Siphon could be a click PBAoE that does some minor toxic damage. It may also have the ability to lower foes' regen while granting the user HP and END. There might even be a mechanic that allows dead foes to be used for this buff but for less return.
-Genetic Contamination may just be a click PBAoE that does some toxic damage as well as debuffs foes damage.
-Inexhaustible could possibly be an auto power that buffs max HP and max END.
-Parasitic Aura may be a toggle or click...who knows? But it might reduce foes' damage, recharge and speed while buffing your regen and recovery as well gaining +absorb from the drained foes. This may be the tier 9 power since anything is possible.
-There might be another power called Genetic Corruption which might be a PBAoE click that debuffs foe's damage and puts lesser foes to sleep. It might do no damage so could possibly be stacked with other sleep powers.
-To further speculate, I'd imagine the absorb mechanic might actually be similar to body guard mode for masterminds in that, the damage taken isn't affected by resistance...your absorb shield may take 100% of any attack, not by how much resistance you may have and this is why the set has damage debuffs.
-I'd also speculate that how much absorb one gains is based on a base number + a % of your max HP. Ultimately, ATs like Tanker and Brute will get a lot more out of +absorb but the one to take home the prize will most likely be Stalkers as they simply won't be the target of many attacks so their absorb will last until the +absorb clicks are recharged. Scrappers may feel penalized if they get a taunt in their aura which will draw attention to them and put them under more fire compared to what their absorb can withstand. -
Since you have the names, does that mean you can post the images? You'd be able to look them up in-game if you have the names...
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Quote:The cycle time of Suppressive Fire with 83% recharge is 1.67s (cast time) + 20s/1.83 (recharge time) = 12.6s.
Plugging that back into the formula above, you'll have around a 52% chance for it to activate.
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Well, holding bosses half the time is still pretty good...and *idea*, I could put the Devastation chance to hold in there too...but I'd lose out on ranged defense...still could juggle around some slots, knock Suppressive Fire down to 5 slots (with 2 procs) frankenslot it and make it up somewhere else...honestly I only 6 slotted it for the bonus + the high proc. Might turn out better this way...and I shouldn't need to buy another proc on the market.
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It has? By who? Was it Agent White? Does he deserve a spanking?
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Quote:Suppressive Fire. I can't log in to actually check, but (s)he has 5 slots of Lockdown set + the 6th slot Lockdown SBE proc. She's 44 so I don't remember the levels but I'd imagine the levels are all 40+What power is it slotted in, and how much slotted (not global) recharge is in it? Include Alpha, if you use Spiritual.
No hasten and about 30% global recharge bonus.
I was actually thinking of swapping to Basalisk's gaze for less ranged defense but more recharge but now that I know recharge affects the proc, I think I'll stick with Lockdown.
I've never been a +rech junkie so I may even go back into the build and get rid of some of those bonuses for defense, damage and regen instead. -
Quote:Well, more likely than not, there won't be anything for the damage aura to damage because it's all dead. But in the case it's not, I usually am not out of the spawn by then. Either reapplying Suppressive Fire's hold on the boss or popping inspirations after the candy rain. More stuff ends up dead then.I tend to count the effect of damage auras as significant mostly in longer fights, by which I mean spending 10-15 seconds in the company of many enemies. Outliers such as Hail of Bullets (which also grants a defence buff for the duration, so that's kind of cheating) do exist, but even at best you're running in and out and taking away seconds that the damage aura damage needs to build up. You may also have some kind of defence soft-capped, I don't know
And not quite soft capped. Thanks to Frozen Armor and some set bonuses, (s)he has a significant amount of smashing/lethal defense (about 35%), a good portion of ranged (can't remember, like 28%) and some decent recharge and occasionally capped max HP (Hoar Frost). Even then, the way I play the character, she doesn't often use ice armor powers while running her fire auras and he doesn't often use burn and fire powers while using his ice. Only when either ascends to arch-demon status.
Still, I don't consider the auras to be hinge-worthy...they're nice to have and *great* if you set up the battle field to abuse them but that takes time and (with teams) coordination. You might find yourself more frustrated when someone throws out a KB power or kill the weak foes quickly (*DP blaster raises hand* guilty!).
That reminds me! They're changing the PPM formula for the store bought enhancements? What will that do to the Lockdown +mag hold proc? My blaster's survival hinged on that proc! She was able to 1-shot hold bosses at least 80% of the time! Without that, I'll have to lower her difficulty to no bosses