-
Posts
161 -
Joined
-
Super.
I admit I'm not very good at defense sets, since I usually play support characters, just had the idea and thought I would share. Thanks a lot for your suggestions, Steampunkette, they sound great.
-
Hi, everyone!
I came up with an idea for an Intangibility-based powerset that would let us mimic the fighting styles of characters such as Shadow Cat or Miss Deep.
The logic behind this concept is based on:
- Being able to shift into another dimension is a pretty selfish ability, so the powerset should work better when solo than on teams. Taken to the logical extreme, every bullet you let shift through you should still be able to hit a teammate who's standing behind you. This last point doesn't sound like a fun mechanic to implement, but a solo focus should still be there.
- A controllable phase shift toggle belongs in this set like Improved Invisibility belongs in Illusion Control. I know the devs changed Phase Shift to a click with a long recharge for PvP reason, but is it that bad that we couldn't make an exception for one powerset?
- Characters who can become intangible actually spend most of their time NOT being intangible so that they can actually affect their foes and eventually defeat them. At the same time, attacks that you do shift through, shouldn't deal any damage at all (defense set instead of resistance set) regardless of what kind of attack it is: you're essentially *not there* to take any damage so you don't care if it's a fireball of a bullet (positional defense instead of typed defense). This makes the set similar to Super Reflexes, but with the opposite priorities: the power order for SR is ranged-AoE-melee, since it's easier to out-maneuver a projectile coming at you from a long distance than it is to dodge a large object trying to hit you in close quarters. For a phase-shifter the order should be the other way round: you're just going to stand there and let stuff go through you anyway, so what you need to do is mostly to detect incoming attacks, which is easier for big melee attacks than for bullets coming at you from all angles of the room (so the order is melee-AoE-ranged).
- New and exciting mez-protection mechanic: A character with intangibility powers shouldn't have to worry about freeing himself from any hold the enemy throws at him if he can see it coming, but he should at least be held for a few seconds until he reacts to it. I've therefore decided to split mez-protection into two powers, an inherent power that confers some mez protection, like Widows have, and a Self-Clear Mind-like click power on a very short recharge that lets you raise your mez protection higher for 30 seconds in case you do get held. This power would stack with itself if used multiple times during those 30 seconds, since a character that can become intangible should never ever be held if he really wants to regardleyy of magnitude (I'm looking at you, Ghost Widow). Essentially, you trade the ability of having a high-mag mez protection all the time for the ability of having high mag when you do need it plus the ability of having really really high mag in case it's necessary.
- I haven't tried this, but I seem to recall someone saying that if both a critter and a player become intangible, they can interact with each other but not with tangible foes and critters. This may be wrong, but I hope it's not because it could make a very interesting mechanic possible for this set: the ability to choose your own fight by shifting phase together with an enemy of your choice who's dangerous to the team, dealing with him on your own in the other dimension, and then returning to the regular fight with all your friends. This would make solo'ing incredibly comfortable and would work great with single-target damage sets, which usually seem inferior to AoE melee sets.
And now, without further ado, the powers:
Tier 1: Fold Space - Toggle, self intangibility: You can't really be an intangibility specialits without phase-shifting at will.
Tier 2: Not Quite There - Auto-power, moderate mez protection that is always on, +Perception (explained above)
Tier 3: Incorporeal Brawler - Toggle, self +def melee, knockback protection: Paying attention to your foe lets you phase through any close-range attacks or attempts to trip you.
Tier 4: Wrest Free - Click, self buff, more mez protection, short duration (30 seconds), very short recharge, stackable (explained above)
Tier 5: Blink Out - Toggle, self +def AoE, defense debuff resistance: You can momentarily shift out of phase completely to avoid the burst of an explosion, immediatly returning to reality to continue your fight.
Tier 6: Ghostly Touch - Toggle, PBAoE Taunt aura, smashing damage, self +damage, chance to fear enemies: Your limbs become partially intangible, dealing damage to the internal organs or circuitry of enemies as you move around in combat, making them either focus your attention on you or tremble in fear at the terrifying experience. Any attacks you perform will also deal added internal damage.
Tier 7: Uncertainty Principle - Toggle, self +def ranged: If they can see you, they can't hit you; you learn how to make exactly those parts of you intangible that are in the trajectory line sof projectile attacks.
Tier 8: Banish - Click power, enemy phase shift: You can bring an enemy of your choice to the dimension you shift to when you become intangible. If you then become intangible yourself, only that enemy and you will be able to fight each other. (explained above)
Tier 9: Erm... haven't thought of one yet. What do you guys think? I wanted to leave at least one power open in case a glaring weakness comes up during discussion.
Thanks a lot in advance for any comments! -
I'm having some trouble deciding on the order in which to pick powers, especially since I don't know how the Traps set works.
The Defense vs. Stealth thing is a good point, but I don't see myself reaching the softcap before I get the Shield at level 41, whereas I can get Stealth a lot sooner, so I'm going to aim for both defensive strategies. I have to dip into the concealment pool anyway to pick up Grant Invis for the FFG, so this seems like the obvious route.
However, if I understand correctly, I only get two traps that must be laid down while stealthed, right? The Trip Mine which I only get at level 35 and the Poison Trap which is available at level 20 but can probably be laid down in the middle of a regular fight without the need for Stealth, especially since it's a debuff.
Still, I'm not satisfied because I can't fit Grant Invis before level 24 while instinct tells me I should get it right after I pick of the FFG, which would postpone Stamina. Is Stamina by 20 vital for this build, though? I know I can't rely on the elec blasts to fill up my bar, but it seems that the secondary is full of fire-and-forget powers which don't pose a constant drain on endurance (only two clicks and no toggles in the set). Leaving Health and Stamina out of the picture until I really need them (right before I pick up Maneuvers and the Scorp Shield), would really lighten up the power choices. Is this advisable?
On the topic of Fitness, I don't make any characters without Swift because I find the regular movement speed far too slow. Will this be a problem with the FFG? I'm used to having to wait for pets on my Controllers and Dominators, but it seems that FFG will be my lifeline. Is there any way to slot FFG for +flight speed like we can slot the Phantasm from Illusion?
Thanks for the input! -
You're right! With FFG, Scorp Shield and Maneuvers I'm basically at the softcap already. Add in Stealth and we're done without need to resort to IOs. Very cool.
The end drain values for Defenders and Corruptors are the same, right?
Also, are Caltrops and Poison Trap good powers to have? -
Hey, everyone.
I feel like trying out a new support powerset and Elec/traps seems like a good thematic fit. My only experience with elec is Elec Assault on my dominator and I've never tried traps.
I'd like to ask if this is a workable combination from a powers synergy point of view, and what the advantages would be of making this character as a corruptor or just making a defender and then bringing him over to redside.
Thanks a lot for any input! -
I for one would like to see /sonic on a Mastermind.
It's so terribly fitting! A MM with the power to give irresistible commands by using her compulsive voice and manipulate different spectrums of sound.
While we're at it, please give us /poison for Controllers. Also a very good thematic fit for plant/ and the Noxious Gas wouldn't need any changes, because Controllers have pets, too. Well, excpet mind/... maybe only change it so it can also be used on confused foes? -
This is a videogame about superheroes. Not a comic book. This is something that must be kept in mind at all times.
The whole point of playing a MM is to have fun with the pets. Fighting on my own is something I can do with any other character.
And MMs feel powerless to you on their own?
My Mastermind can summon storms and bring down lightning from the skies, teaching foes to heed the thunder.
My Mastermind can control the very shadows and wield dark curses from the nightmare realms.
My Mastermind can weave impenetrable shields and plot for world domination behind an iron veil.
My Mastermind can lie and trick himself out of any situation, making fools of those who don't fear his arrows.
My Mastermind can channel the very essence of pain, enslaving legions and crippling any resistance.
My Mastermind can light the path of zeal with an undying fire and beacons of burning rage.
My Mastermind can trump the best strategy with a myriad cunning traps and ambushes.
My Mastermind can stifle all life around him, turning the air into deadly mists and all your blood into poison.
You're really going to have to convince me that any of my Masterminds need to learn how to do something as crass and unnecessary as punching. They're incredibly powerful on their own as they are already. -
Hi everyone!
As an Arachnos fanboy, I'd like to be able to make characters who are physically indistinguishable from the original Widows/Crabs/Banes etc.
Does anyone know the exact heights, proportions and colors? Are there any costume parts missing?
I'd eventually like to make an Arbiter character. Is that possible with the available ressources?
Thanks a lot for the help! I'll try to post what I find out myself. -
Hi, everyone!
I'm, building my first tanker, Titillation, a sexy mud wrestler who got superpowers after her producers used Crey toxic waste in one of her fights.
She's standing at level 22 right now and, following what I've gleaned from the forums, she has taken the following powers:
Level 1: Rock Armor
Level 1: Stone Fist
Level 2: Stone Mallet
Level 4: Earth's Embrace
Level 6: Swift
Level 8: Rooted
Level 10: Taunt
Level 12: Recall Friend
Level 14: Teleport
Level 16: Mud Pots
Level 18: Health
Level 20: Stamina
Level 22: Stone Skin
So far, I'm pretty happy with her performance. She can only defend herself against Smashing and Lethal damage, but taunting enemies and keeping them in melee usually means they only use attacks with an L/S component, which makes it ok. I'm finding it pretty exhilarating to run missions of say, Sky Raiders and not take any damage at all.
However, when I've faced elemental users who have no melee attacks or use elements that don't have an L/S component (mainly fire, electricity and dark blasts, the only psionics I've faced insisted on wasting time pointlessly trying to mezz me), I find I have to rely on my regeneration to get me through. This can go badly pretty easily if Earth's Embrace is not recharged and I don't have inspirations to help me. I haven't done that many CoT missions because I'm scared of their fire demons and ice and dark ghosts, who can probably overwhelm me.
My Primary offers me three elemental armor toggles which would protect me in such situations. But should I take them? The general consensus seems to be that the answer is no, that I should wait for Granite to come around and then forget about armor toggles altogether. On the other hand, some posts advocate taking at least one or two of those powers and lead a more active life, attacking more often because the enormous -recharge of Granite is not in place, and only using Granite when my survival is at stake.
To be honest, the second choice sounds like a lot more fun.
But now I have to choose which powers to take between level 22 and 32, when Granite arrives. I wanted to take Heavy Mallet at 24, to complete my single target attack chain, which leaves 3 power choices open.
Going full Granite would surely mean picking Boxing/Tough/Weave right now and Hasten later to counter the -recharge a bit.
Going hybrid would mean picking Crystal Armor (energies def + def debuff res), Minerals (psi def + delicious perception against Arachnos) and possibly Fault, for added mob control, and leaving the Fighting pool for the 40s. I'd only be open to pure fire attacks, but then I'd just run Granite all the time in fire-heavy missions.
What should I do? I'm very scarce on inf so I can't really slot both builds at the same time.
Also, are there any powers in Stone Melee that are skippable? I'm thinking of ignoring Build Up and Hurl Boulder because I'm not aiming for Scrapper damage, and if I want a ranged attack with -fly, I can just pick up Stone Prison from the Earth Mastery pool.
Thanks a lot in advance for the advice. -
Well, Pain Dom was brought out pretending to be a new and improved redside Empathy. My first guess when I saw that power was: "Oh, they're giving players an HA that rocks itself, but does so silently and annoyance-free."
I've only played the corruptor version, but I could see how it could ease the aura-rocking syndrome a bit and make teaming with "dedicated healers" a lot more bearable. -
Quote:Get Maneuvers instead? It can spare yourself two power picks while also providing Defense to the team. Dispersion Bubble, Maneuvers and Hover 3-slotted for defense already provide 25% defense, so incoming damge is halved. Soloing against a group of three you can just cage one (incoming damage is now down by 66,5%), FB the other into submission (incoming damage down by about 80%, since he might still get a few shots in) and keep pumping your Energy blasts against the third, who'll get KB'ed into submission, too. Actually, if you take a small purple inspiration, you're at 82,5% mitigation as soon as you cage one guy. A medium purple will already have you beyond the softcap with just the 25% from your powers, too.
Monkey:
Yes, this is Technaught, and he has Boxing. If you can tell me how to get to Weave without getting Boxing (or Kick), I'd be happy to hear it.
Bouncing one beast mitigates only his damage. The others were still attacking you normally with only the Dispersion Bubble protecting you. Force Bolt (like Air Superiority) can be wonderful when facing bosses that you can bounce around (I love fighting War Hulks for this reason; even my Tanker uses AS in place of Punch), but in most of the content, when you're facing groups, it's of very limited value.
As to the value of only knocking down one guy: I'm choosing the same targets I used to confuse with my illusion controller. Keeping, for example, an Aberrant Rector out of the fight makes a huge different to the team.
By the way, if you have Hover, why not just stay out of melee while soloing? Levitating over your foes' heads is not only a good way to avoid their melee attacks, but also to control your knockback. Another reason to drop your melee chain of Box and AS, too... -
Now that he's mentioned Boxing and Air Superiority, it's clear that Ultimo is still trying to go for his melee/ranged/FF Iron Man concept and hasn't changed his build at all. Endurance complaints are probably due to him still running Tough and Weave like in the last thread.
Otherwise:
My wee level 4 FF/Psi Defender managed to keep the Snow Beasts on their behinds in the Winter Event trial yesterday just by using Force Bolt. Once I focused on one, it couldn't get any attacks off. How is that "limited" mitigation? -
So, giving buffing defenders a pet has been brought up pretty often by now, so they can use their buffs while solo.
Right now my stance is "why not?" but, me being me, I'd like something that fits my concepts thematically and doesn't suddenly make it so Empathy can summon a magical fairy who will clash with say, a robot medic.
So I propose this:
The Paragon Police Department.
Give all defenders the ability to work together with a PPD cop as long as they're not on a team. Make it a new inherent even.
It makes sense that a defender whose powers work mostly on others will look for some sort of partner. It also makes sense that, when no other heroes are available, the best ally against crime is the police forces of Paragon City.
Make the cop ascend through the ranks as he levels, or just stay the same all the way through.
The only new bit of coding I'd like to ask for is for rez powers to work on the cop if it falls.
What do you think? -
Quote:While I admit my mistake and apologize, I have yet to encounter anyone who does this, opposed to countless "Group hug for RA please" macros. So please excuse me for assuming the usual. I shouldn't have used the word "sloppy", either, since I tend to use RA sloppily myself. Personally, I don't think RA is that vital of a buff to merit the importance of a gathering macro. Endurance is one of those things that everyone has already solved on their own character, unless fighting Malta or Carnies (or Clockwork or too many Mu), and RA mostly just feels like a cherry on top, blue bars that never move. And regeneration is, like someone else said, mostly outdone by the heals. Thus, I really feel that missing someone on the team with the buff is a lot less worse than drawing attention to yourself, stopping the team and making them move in a certain direction, possibly disrupting the normal flow from mob to mob. However, if you've had no complaints you're probably playing very well. Again, I'm sorry.
Ya know, I was expecting exactly this kind of knee-jerk reaction, which is why I added the qualifier suitable for your play-style. Maybe I should have put it in bold. If you would like some help writing a macro that can be used in combat, Id be more than glad to help. Something like Gather on $Target for RAs in 5 can be used when you have targeted your lead tank.
Personally, I dont see anything sloppy about communicating with my teammates. I dont see anything sloppy about being proactive in buffing rather than waiting for everyone to stumble into proximity. I do think it is sloppy or worse to interpret my suggestion in the worst possible light. At least have the grace to be a bit more generous of spirit when considering helpful comments. -
Quote:Actually, that one scenario you noted can indeed be fixed by AP, at least. It's a second HO that's always there, waiting for such an emergency to come.because they've split up and two or more teammates need heals simultaneously
You can't really rely on others performing their jobs perfectly. People get distracted and do silly things. An Empath's job is not to let those situations end up in dead, or at least to bring the fallen back right away, as if it had never happened. -
Quote:Please don't. The AoE on the auras is HUGE, much bigger than it seems from the graphical animation. Empathy is the ideal powerset reducing downtime between enemy groups to zero, don't go around stopping the whole team so that you can get a buff off. Hitting everyone with your RAs is not at all difficult, especially when you've been practising hitting everyone with Healing Aura, which has the same radius, from level 1. There's enough chances to cast it while people are eyeing the next mob anyway.Take a few minutes to write “Gather” macros suitable to your play-style so that you buff everyone.
If you really need help, just cast HA to check people are close enough and then shoot the pertinent RA.
A common misconception is that targets need to be inside the area while the animation plays. This is not true, they only need to be there when you push the button. If you do go the sloppy way and resort to a "Gather" macro, at least have the grace to start moving in the direction of the mob as soon as you press the key to give everyone the cue that it's ok to move and GO ARREST THOSE MOBS! -
Take both, use both.
Honestly, calculating heal-per-second doesn't make sense when talking about Empathy. It's a reactive set, you only heal when damage comes in. The healing powers in Empathy serve two purposes: one, to reduce downtime between fights by toppinng up everyone's hp; and two, to patch up any sudden holes in your team's defense. After the first few levels, when people get defense powers, strong debuffs and reliable controls, you should only need to heal when other teammates make mistakes or the enemy gets a lucky hit, resulting in dangerous chunks of hp that are gone. Your role is to bring those chunks back as soon as possible, not to be outhealing all incoming attacks. The Resurrect power follows this logic, too. If a mistake so big happens that a teammate's down, it only takes you a few seconds to undo it.
Empathy's single-target heals are not for supporting, Empathy's heals are for saving people. (Which is something the other defender sets can't do. They all bring strong defense strategies, but if they fail, they're screwed, whereas a heal will always pospone a death.)
Your various heals are there to give you space to react. Sometimes, multiple mistakes will happen at the same time, and that's when you need to have both HO and AP, so you can spread yourself around and save whoever needs saving. In this sense, HO is more useful because it's up more often and can react to more mistakes than AP can, whereas AP can react to one very bad mistake very very well.
That said, yes, AP is indeed nasty because it lets you open to damage. Playing my Pain MM, I found out that the trick to getting around this is to boost your regen as much as possible. This is easy for Pain MMs because they can take both Health and Supress Pain. Empathy gives you Regen Aura, which isn't as reliable. My advice is to learn to use RegA as a self-support power instead of a team buff. Don't cast it together with RA, but keep it instead for when you sense that things might go wrong and you're going to need AP. -
From the description and values, it sounds as if Sleet and Freezing Rain are basically the same power. Is this true? Or is there a reason why Sleet comes so late in the Cold Dom set?
Thanks a lot! -
Why not just add it in to the Hurl Boulder power from Superstrength?
Put in an alternative animation. For example, when you're close to a car or a crate or a supercomputer, then the character is shown picking up a car and throwing it. If there's nothing throwable nearby, you just rip a chunk out of the floor as always. It doesn't even need to add new debris. The actual car that you throw could just stay there, you just throw a duplicate that is part of the animation and then gets destroyed and disappears once it hits. If they could do it with Propel, it shouldn't be so hard to do again. The only new code they'd need would be a "change Hurl Boulder" marker for all throwable items, which could work if zones are built like bases are. -
I have finally reached level 50 with my first villain and unlocked the Soldiers of Arachnos. After fighting them for so long, I can't wait to create my very first Night Widow and Crab Soldier. However, as an Arachnos fanboy, I'd like to get their costumes [i]just right[i]. I'd like my own characters to be as indistinguishable from NPCs as possible, and maybe I'm not the only one.
So I'm asking you forumites, has anyone ever found out the exact Height, Body type and color scheme to replicate all six SoA canon uniforms?
Thanks a lot! -
What I'd do:
Keep Vigilance as an endurance discount, but base it not just on teammate hp, but on teammate hp+endurance (and add the Defender into the equation, pretty please). That way, the defender can defend the most when his teammates are the most in need of help (either wounded OR powerless) and Defenders will get improved efficacy in case a battle is drawn out, allowing to rebuff those bubbles or make sure those toggles don't drop when they're needed the most.
Let Defenders make a comeback when everyone is at their last straw.
Putting in the endurance component makes the power less about being careless at support and more about being a better babysitter, which is a useful skill to have the way PUGs can go. Whenever a nuke goes off or a godmode crashes, the Defender will be there to keep the machine running. -
Please don't touch Lift. Apart from the hold, it's the only early control tool that Gravity gets. You learn very soon to hold one enemy, keep the second on his behind, and attack the third. The only thing it could use is a damage boost like Levitate.
Give Dimension Shift a hold effect, so that the enemies stop moving and trying to attack you, at the very least.
Otherwise, I'd like it to be two layered AoEs in one. A small phase shift AoE in the middle, and a big mez AoE around it: fear, for example. That way, you get a lot more control about who exactly gets phase shifted, and the power is also useful as an early area mez in a lot more situations. It can be conceptually explained that gazing into the rip in reality's fabric is a harrowing experience even for those that don't get swallowed into it. -
Thanks for making this thread. I was going to ask a similar question about my fire/nrg. All my powers deal straightforward damage, so I guess I can skip it.
-
Interesting. In the last two days I have seen three controllers advertising as "healers" on the team member search. Could this be a new fad?
-
Quote:Hey.
, good to have at least 1 positive respond, let's see how many more are interestend, and when the first impact of i16 start to wear out, i'll try in-game invitations.
btw, my global : @amartia
I've tried to get people motivated for a Power Rangers-themed all-energy blaster superteam. If you're not up for that, I'd still like to join this experiment of yours on another character.
My global: @AngelicMonkey