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Quote:How does Vigilance "Conceptualize" a Defender? Or Superior Conditioning an SoA?Personally, I'd say start at the drawing board again. What is this AT suppose to be capable of? Who is this AT suppose to appeal to? What type of role is it suppose to play on a team? All this should be considered *before* trying to shoehorn mez resist into an inherent that is suppose to conceptualize the theme of the AT...
How about you try providing any kind of constructive input or your own ideas to the conversation instead of just criticizing what others have put forth?
To reach any kind of reasonable outcome a discussion has to be an exchange of ideas, so far all you've done in this thread at all is shoot things down. How about adding a little to it instead? -
This entire thread is all baseless speculation and "What if"s. No real numbers have been put forth and little to no set specifics have been mentioned.
Set wouldn't necessarily be included as-is, and in many cases probably shouldn't be. Hell Controller "Dark Miasma" is getting substantial changes, and that set doesn't actively conflict with the AT in the way Forcefield would with a Melee/Support.
Ultimately Numbers would be up to the Devs, Datamining and Beta Testing to determine. For a starting point though I would go with the following:
0.9melee damage mod
0.75buff/debuff mods
Blaster level Hitpoints
Melee sets more or less intact. -Something- to replace Taunt.
Support sets modified to remove/change problem powers, or improve personal survivability/utility, as needed.
Inherent power: Stoicism: 2-4mag protection and 50% resist to Sleep/Hold/Disorient only (just the toggle dropping mezzes). Values would of course require monitoring during testing. The point of the mez protection being so that you're not being constantly detoggled by every minion with a 10% chance to stun on their melee attack, or every AoE mez leveled at your tank that just happens to clip you. It's not intended to allow you to tank. -
Quote:Mid-Late January.I think giving the information available a Dark/Dark Dom is going to suit my concept and play style. I am going to miss fluffy though but we might get a bigger and badder one from Dark control tier 9. Can't really see this happening with Controllers keeping fluffy in Dark Affinity.
Anyone know when Issue 22 due to go beta?
Cheers
I'd also say it's most likely that Dominators and Controllers will get the same tier9 in Darkness Control. None of the control sets differ in any real way between the two ATs, and given the changes already going into Darkness Affinity, if the devs thought having pets from the control set plus fluffy would be too much, they'd have just replaced fluffy too.
We at least know that the tier9 is supposed to be baddass enough to warrant it being held back for it's own "big reveal." -
Also no warnings, and what's wrong with fauxhawks?
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What I would do, is provide minor mez protection* and resist in the Archetype's Inherent power. That would prevent the constant detoggle they'd be subject to from being in melee range (Cause even if there's a Tanker or Brute holding the agro, you'd still be in the radius of any Area Effect mezzes used againt the other melee). That eliminates the need to try and shoehorn any type of mez shield into the actual sets, and maintains somewhat the uniqueness of sets like FF and Sonic providing mez protection, in that they would have noticeably more.
Then there's 2 things you could do if you wanted to add better self mitigation to the archetype; You can put thematically appropriate armor toggles it into the melee set, replacing Taunt (Still bringing into question which "theme" goes with certain sets) -or- you can modify the support sets to be more "user friendly" and provide greater buffing/benefit to the caster than they do for the current ranged support types.
*My minor I mean say, 2-4mag and maybe 50% resist. -
Quote:I'm guessing something obviously magic. With runes and sigils and the like (like those from Demon Summoning).What do you mean by this? We have a Magic Origin... EVERYTHING can be magic/sorcery.
As much as people/the Devs say they like to keep powersets origin neutral, there already exist powersets that are obviously of specific origin (mostly Tech).
Traps/Devices are obviously Tech. Sure there could be Magitech... but there are no Customization Options to do that. Trick Arrow is also fairly distinctly Tech origin for the same reason. Could you play it off as Magical Arrows? Absolutely, but the powerset's sounds and available customization options don't support that in any way. (Specifically the very Techy arrows used by many of the powers.)
Demon Summoning is plainly Magic in Origin.
Most other sets are fairly concept/origin neutral. -
Which is kind of silly in and of itself, using a tier9 on something with low enough health for there to even be a chance of Scourging is probably already overkill 90% of the time, so why would it Scourging for the full amount be too powerful?
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Quote:UGH, yes, the slow sets drive me batty. WHY DO THEY ALL ENHANCE DAMAGE?!?!?!The specific category I think really needs new options is Slows. I'm not sure why, but Slow sets routinely give lower bonuses than other sets. It leads to me skipping over these powers to 6 slot something like Boxing.
New options for Teleport, Flight, Run, and Jump would be nice too. Just have to be careful with some of these being inherent now.
A KB set clone of Baslisk's Gaze would be nice too. If there were a KB set with a good bonus after 4 slots, you could still use it and actually slot powers for damage or procs.
None of the other debuff set types waste bonuses on Damage enhancement. it makes slotting sets into powers like Shiver aggravating, because you're getting enhancement to something completely useless and loosing out on more bonuses that actually have any relevance to the power. It's of course even worse for powers like Snow Storm, where the Accuracy enhancement is also useless.
Quote:I agree we need more sets, at the moment there are quite a few sets out there that [according to WW anyway] get hardly used simply due to their low numerical stat boost and really poor set bonuses.
I dont think i've ever used a KB set, well ok maybe i used a full set once, but otherwise they get deleted right away. Some unique IOs i'ld love are
- Chance for resis/def boost
- More chance for sleep/holds
- Chance for knock up
- A better chance for heal [the current one fires so little for so little value its really not that worth it sadly]
- Chance for PbAoE heal
[*]Chance for PbAoE heal
These two will actually exist after the ATOs go live, though only for Tankers (Resist buff) and Defenders (PBAoE Heal).
Something Else I'd kinda like to see.... Non-Set proc IOs.
Damage/DoT/debuff/Control procs that can be slotted into any offensive power
Heal/End/Buff procs that can be slotted into any defensive power (Or just any power, all the current heal procs are offensive sets already)
Pet summon procs that can be slotted into anything (Chance/Duration would need careful balancing)
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Quote:Could do a Carnival of Light EAT for the Resistance side. Their powers are fairly unique. Certainly more so than Resistance NPCs... I'm honestly pretty disappointed just how generic those guys are. Even Belladonna, one of the most interesting characters in primal earth, is a very generic Dual Pistol user.It's hard to think up ideas for Resistance epics though. They're all pretty much Beam rifle/Devices or DP/Devices. I'm sure there's SOMETHING...
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Quote:So far it's just looking like the AT sets. No indication of more new sets for existing power types, or the addition of sets for power types that don't have any.Oh wait, I guess there are AT-specific sets coming out right? I haven't followed much of the new set info.
I just thought they were going to add more sets for secondary effects like Fear?
Sad considering there are numerous power types that could really use some new options. (Ranged AoE for instance, or any of the newer types they added, such as Accurate Healing, with only 2 sets total(1 low level/1 high level)).
Purple sets could use some expansion into non-damage oriented power types also. (Fear/Healing/Defense and Resistance buff, Various Debuff types, etc.) -
Yeah, really when they design Trials, they should have one Dev on it who's sole job during testing is to try and make sure it fails, then whatever causes the trial to fail based singularly on what THAT Dev did, should be fixed.
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Quote:Should be doable. There are plenty of mobs that have a Post-Defeat power; Nemesis Lts(Vengeance), Jaegers/Warhulks(Explode) Carnies(End Drain), etc. Honestly I think I'd do away with the "Once per 90s" restriction though, even if that meant a reduction in the scale of the explosion. I dislike having timers on things which there's no in-game method of tracking.Next let's look at Toy Master's Revenge - This power is intended to be the 2nd pet upgrade, only what I have presented here is an auto power which activates only after Upgrade Toys has been used. This could be achieved by using the Accelerated mechanic they introduced with Time Manipulation. Once Upgrade Toys was used the additional pet upgrades from Toy Master's Revenge would be unlocked automatically for each pet. The only thing I am unsure of regarding this power is rather or not the Explode auto power could be added to Mastermind pets.
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Quote:SoAs. Female Arachnos Widows get the buttcape on their uniform costume slot, male widows don't, and in fact can't have ANY cape on that costume slot at all.Females don't get any real buttcapes anyways, just bows, so not really a gender equality issue. I will add the barbarian skirt for males though as it would make a good loincloth, and the shorts to females.
Honestly I'm not sure that I'd even want a "buttcape" for my male widow, but I'd like to be able to have a cape of some kind, and who am I to say someone else can't have a buttcape on theirs?
Edit:Just thought of something to add to your list. Females get a version of the Ascension boots with an extra plate bit above the knee that men have no access too. That one thing basically single-handedly put me off of buying any of the ascension stuff. Shame really, cause I'd have rocked the hell out of those boots. (I suppose this could fall under the "Thigh-High boots for men" category, but I wanted to add specifics.) -
Quote:Betrayal implies that he was actually "with" you at a previous point in time. That may not be the case.Thanks for the warning.
Now, we'll be sure to kill you first before you can betray us.
Have no fear, I shall become the cyborg intermediary, and facilitate peace between our two peoples. Like in the old days, when monarchs would marry off their children to rival powers to maintain the peace. -
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Quote:Damage and Control aren't all that a Dark/Dark Corruptor offers though. There's also Support (buff/debuff).Hi all,
First of all I am not here to bash Dark Dark Corruptors, I have one sitting at 27 which I am loving at the moment as I wanted to build a dark theme toon that can attack at range and have ultimate control over darkness.
With the introduction of Dark Control and Dark assault for Doms and Dark Affinity for Controllers I dont see the point in continuing with this character as it will be outclassed by each of those in terms of damage and control.
I just want to get everyone's take on this - will Dark/Dark Doms and Controllers make Dark/Dark Corruptors obsolete?
Thanks for looking.
A Dark/Dark Dominator will only provide the two aspects you mentioned, and virtually no Support at all. Likewise a Dark/Dark Controller will offer both Control and Support, but not much in the way of Damage.
Defenders and Corruptors offer all 3 to varying degrees, more Damage focused for Corruptors and more Support focused for Defenders.
If you're not interesting in the Support aspect, then yes a Dark/Dark Dom would be a better fit or you, but that doesn't Obsolete the Dark/Dark Corruptor at all. -
<Insert rise from the grave joke here>
On a serious note, Trickshooter, how did you make the icons for your proposed sets? Is there something you can download? Or did you just do it yourself? -
Quote:Irony of this part being that in their next expansion, WoW is getting rid of said 3 rectangle skill tree.And, really, damn near every other MMO I try these days comes off like a WoW clone. Even Star Wars has that three-rectangle skill tree. Feh.
Let's see, what changed the game for me...
Inherent Fitness -- Before veteran rewards I'd just have to skip powers I wanted to it it in. After vet rewards I'd take powers I wanted while leveling, then burn a vetspec at 20 to get stamina. Now I don't have to worry about the whole nonsense at all.
Being able to start Basic ATs on any side -- I'm honestly not a fan of redside. I know there are people who love it. I am not one of them. That said I do LOVE some (formerly) villain archetypes. It's great that I can now just make them on the side I want them to be on.
Base Building -- It's like a game within a game. When I get tired of the game proper I can fall back on building, maintain connections to the community I'm a part of, and still enjoy my time. -
Honestly, I find myself in a similar situation. Forums seem to bring out something in me.
I feel particularly compelled to post in reply to things I specifically disagree with, because I have some sense of wanting to make sure that, since the forums are the major "direct line" to the Devs, that "my side" is also represented.
I probably have at least 1 or 2 posts a day that I spend anywhere from a few minutes to even an hour typing it out only to stop, think about it, and just hit cancel, because I come to the conclusion that it simply wasn't worth all that to begin with. -
Quote:Weee, another Sacramentan. Howdy neighbor.And I'd disagree with the OP anyway, I see electric all the time. I definitely notice them because I find all the flashing graphics of the powers annoying personally, first time I find a powerset that way (sonics never bothered me like some people).
Yeah. I tend to either use the dark palette or the desaturated colors on the far left of the bright palette, so that the strobing effect is less distracting. -
Quote:This annoys me to no end.Can you add beast legs to that suggestion?
Kind of ironic the character concept debuted with the Barbarian set was a Minotaur type with the head and tail...the look would have been great with hoofs...among other things like kilts and shorts...
Both of these really.
I hate not being able to use ANY of the existing head detail options for Monstrous and Animal heads.
(Edited, stupid F key doesn't want to work anymore.) -
Quote:I actually built a speculative Hellfire powerset not too long ago by just using the whip attacks in game, and filling it out with non-whip powers. This is what I came up with:So, I was doing some junk in first Ward when I started fighting some people in the Carnival of War. There is this one enemy that seems to use both Whip attacks, as well as other bright possibly fire related energy from a distance.
Then I got to thinking.
Is this going to be released for dominators.
Hellfire assault, or something to that effect.
Ill give you an example
I know that she used three whips attacks, which we already have in game. 2 melee featureing a knockup/knockback, and 1 range whip attack.
One of the powers she used created a hold effect with what looked like rope around me. The rest were bright blasts similar to energy, but also similar to fire. Brightly colored though.
So in total we would have:
~One Ranged whip attack
~One Cone Melee Assault
~One Single Melee Target With a knockback/Knockup
~One Ranged Imob or Hold like power with min damage applied
~Two non descript ranged blasts
Could this be something we would be seeing as a future Dom power. It seems very custom for a villain, and almost seems as though the Devs WANT to use the whip animation more than they have been.
So I was just curious!
Bolt of Hellfire - Ranged single target, very fast recharge; Minor fire dmg +toxic DoT, -resist (Basically a generic "Hellfire" looking tier1 blast.)
Lash - Melee single target, moderate recharge; Moderate fire dmg +toxic DoT, -resist (Lash, nuff said.)
Corruption - Ranged single target, Moderate recharge; Moderate fire dmg +toxic DoT, -resist (Bump Corruption up 8s recharge/damage, cause as one of the whip powers the set is built around you should WANT to use it, and I don't think you really would if it stayed a tier1 attack.)
Whirling Lash - PBAoE, Slow recharge; Moderate fire dmg +toxic DoT, -resist (This is just Crack Whip converted to a PBAoE, cause I've never understood why it was a cone. It LOOKS like a PBAoE. Ultimately it could just stay Crack Whip if having it a PBAoE vas a concern.)
Hellfire Spout - Melee Single Target, Slow recharge; Heavy fire dmg +toxic DOT, - resist, good chance for KnockUP (Uses the vertical "flame geyser" fx from when a MM summons their demons.)
Dread Covenant - Self utility power, Slow recharge; Self +Damage, -max hp, -regen, +resist to healing (Stackable Self Damage buff that lowers your max HP/regen/incoming healing by a small amount per stack on you. Basically you can trade a permanent damage boost for being squishier. the more stacks you have the more damage you deal, but the softer and softer you get. Was thinking +25%dmg, -10% MaxHP/Regen/10%Heal resist, per stack. Obviously numbers would need to be adjusted as needed. For the animation i was thinking they could just use the Evil Laugh Costume Change Emote.)
Burn in Hellfire - Short Range single target, slow recharge; Heavy fire/toxic DoT, Hold, -resist (Modification of the [Judgement] whip power LightCarnies use, which is itself a shortened version of the Hell on Earth animation.))
Inevitable Doom - Melee single target, moderate recharge; Fear, -tohit (Direct copy of Touch of Fear. I threw this in as a fairly skippable power, that's still pretty useful and fit the theme of the set well. Honestly I'd only even say ToF was "skippable" due to having a control primary, it's a pretty great power IMO. I was just worried that the set was running a bit heavy on damage.)
Hellgate - Location PBAoE "summon" Slow recharge; Moderate fire/toxic DoT, -resist, -run/fly/jump speed, chance for ally Heal (Drops a pseudopet at your feet or 20seconds that's basically a lower damage Rain of Fire. Ticks for scale 0.005fire and 0.005toxic damage every 0.2seconds (101total ticks for 1.01scale damage, pretty standard for Dom AoE attacks.) each tick also has a 20% chance to heal all friendlies in the radius for 0.5% (approximately 10.1% heal over 20seconds, so essentially 1 Healing Aura over 20seconds) I added the chance or heal to help offset the increased squishiness from Dread Covenant(s). For visual fx, it places the "summoning circle" from the Demon Summoning pet powers on the ground for it's duration, with a few fire effects to help set the mood.) -
Quote:I think it would be doable, but since the Lightstaff powers themselves only use 3 or 4 animations total, you'd have to pull in animations from the melee weapon sets to fill the void. Some of the melee weapon animations actually could work quite well for ranged powers. Slice (I think, the low level Broadsword cone attack) is basically the same movement as Energy Torrent, for instance. Plus, or some powers you could animate it from the empty hand, and just have the character be holding the staff at the time. (Yes this would mean that you need to draw your staff to cast a power from your empty left hand, which is sort of nonsensical, but a fairly minor negative.)I suppose that a powerset based entirely on staff attacks like the Carnival of Light uses might not be feasible, but I still kind of want it. Mistress Nadia always looks so cool with her powers.
If nothing else, an animation option overlay using a staff or other weapon types with multiple power sets would be awesome. -
Quote:Praetorian Carnival npcs use a unique variation of "Light Blasts" the most common one being Shimmering Bolt(or Blast, one of the two) which uses the fairly standard 1second palm thrusting animation with the "beam" effect from Blazing Bolt.Was that maybe the Energy Blast skin that the Legacy Chain and Aurora Borealis use?
There are actually a fairly large number of "Light" blasts spread out among the CoL and it's factions. Enough, even to almost fill an entire set, except that about of them use the "Lightstaff" where the other half are hand cast, so there are multiple redundant powers (A Staff based tier1 blast and a non-staff based tier1 blast for instance).
I think they only actually use 1 or 2 gold colored Energy "Light" Blast powers, a la the Legacy Chain, and only on a few NPCs.
(I really though I had cataloged their blasts, but I can't find it. They have a mix of secondary effects, the most common being -ToHit, Chance for Confuse, and End Drain. I'll have to log my brute in and let them beat on me or a bit so I can pull up the power info in Real Numbers again.)
Edit:
I think rather than that being them saying they were looking into it, they were saying that should they make a Whip set, it would probably be an Assault set, and not a melee set as most people were/are wanting. I could be mistaken though. -
Quote:Umm... I didn't make ANY suggestions ANYWHERE in this thread AT ALL. In fact that was my ONLY post.Except, unlike the intelligent posts in this thread, you suggested we pretty much make the set twice as powerful rather than add slight tweaks.
Soo, yeah.... Gold Star for you my friend.