Oathbound

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  1. Quote:
    Originally Posted by Silencer7 View Post
    /dark assault seems like a no brainer to me, but I would think that if we were getting it we'd already have it. All of the powers and animations exist already, so it'd just be a matter of cobbling the dominator grab bag of powers together and throwing it on the market.
    Some time ago Sunstorm (does he even still work at Paragon Studios? Haven't seen him in forever) made a post about how horribly interconnected Dark powers(and sets) were, necessitating a good deal of consideration on exactly how they wanted to move forward with any potential New dark sets.

    It's possible that they haven't cobbled together Dark Assault because they want to make new powers for it, or that they only recently finalized their ideas for Dark, and decided to hold Dark Assault to release as a pair with Dark Control.
  2. Quote:
    Originally Posted by SkarmoryThePG View Post
    As for where is it said? The names of the powersets and powers, for one.
    Gotta disagree here. Luminous gives absolutely no indication of color. In fact:

    luminous (ˈluːmɪnəs) [Click for IPA pronunciation guide]
    —adj
    1. radiating or reflecting light; shining; glowing: luminous colours
    2. (not in technical use) exhibiting luminescence: luminous paint
    3. full of light; well-lit

    Colors. Plural.


    Umbral, you may have a bit more leeway with, given that it refers to the absence of light, though if you wanted to go that route, they shouldn't be purple in the first place. So they already broke that line of reasoning when they added them.

    Quote:
    Originally Posted by SkarmoryThePG View Post
    I personally believe Kheldians should no more have the ability to color their powers than a Green Lantern characte should.
    Probably not the best argument, given the existence of the Red, Orange, Yellow, Blue, Indigo, Black and White Lanterns. Sure his powers may always been green, but it's not a case where everyone who has a power ring's powers are green too.
  3. YAY. I've never found the caltrops spam dangerous, just god aweful annoying.


    Quote:
    Originally Posted by Zombie Man View Post
    My Tar Patch dies with my character's 'defeat.'

    All of an Illusionist's pets die with her, except the Phantasm.

    A Malta Turret survives, but a Sky Raider's field generator doesn't.

    I'm guessing this is just sloppy coding/flagging.
    Nitpick, Skyraider FF Gens stay until you destroy them. They don't give a hang if you grind the Engineer that summoned them into mulch for your garden.
  4. Oathbound

    Magic Staff

    Quote:
    Originally Posted by Twilightdusk View Post
    1) Given the nature of using a staff in this context, they'd only need to make 1 (or maybe 2, one for offense one for defense) animation involving the staff for each body type, and copy it to each power in each powerset that gets deemed as staff-appropriate (a bit stale? Maybe but there's a lot of repeat animation within a lot of the powersets this would be applied to anyway.)
    That wouldn't work due to the varied cast times of the powers (not to mention it'd look incredibly repetitive). There would have to be at least 1 animation for each animation length. And then those animations would have to be edited to fit the particle effects for each different powerset that used them.
  5. Oathbound

    Magic Staff

    A dedicated Staff Blast set? Sure easily doable. The Carnival of Light nearly has an entire set worth of staff powers already in game.

    Alternate animations for existing sets? Highly unlikely. It'd take considerable development time (assuming it's even possible with the current code/engine) for a very limited payoff. It's much more likely we'd get an actual Staff Blast set, which would net a larger return for the time spent.
  6. Quote:
    Originally Posted by Death_Volt View Post
    And yet we have Spore Burst in Plant control. You're very right about it being lengthened, I must have been looking at the lvl 1 values. The idea for the power was to make it somewhat of a useful cross between Spore Burst and Fearsome Stare. It's also there to not take, again reflecting Spore Burst.


    Heheh, got lazy while building it so I didn't check the actual values on CoF. Something like a cross between Chill of Night(that PBAoE that Dark Servant runs) and Cloak of Fear would probably better fit the set. With increased accuracy, that is.


    Again, got lazy towards the end, but I totally agree. How about a Penumbral Grasp equivalent for the beast? I'm picturing something like a black colored Greater Devoured covered in black tendrils aura.
    For the record, I think Spore Burst was a poor power choice for Plant Control as well. Ultimately I'd take Blanket of Night, just to spam for the -tohit (that's what I'd probably slot it for anyhow, given the DoTs), which is more than I can say for Spore Burst.

    Chill of the night/fear aura would be A-Ok.

    For the Nightmare, if it gets Penumbral Grasp, the length of the DoT on it should really be condensed. It's currently 5ticks over 9.2 seconds. Honestly I'd like ALL single target immobilizes to get their dot shortened to 4.2seconds, which matches the DoT on control set Holds. 9.2seconds is just too damned long (Particularly for Controllers, who rely on their single target immobilizes for a large chunk of their pre-pet damage).
  7. I suppose it'd depend on the recharges of the Frightwakes... The more I look at it the more it grows on me. Few things I'll note though:

    The sleep on Blanket of Night is incredibly short. AoE sleeps on Dominators are usually 17.88seconds, the only ones shorter than that are Salt Crystals at 14.9seconds and Static Field, which pulses a 6.33second Sleep every 4seconds for 25seconds. I'd say bump it to the standard 17.88s. Though I question the value of a sleep in the set at all, given all the DoT/uncontrollable pet damage.

    Cloak of Fear, as it currently stands, is a terrible power. MASSIVE accuracy penalty, a sizable end cost, tiny radius, and it's only mag2. If Doms(and subsequently Controllers) were to get it (as primary control archetypes) then I'd hope the magnitude would get upped to mag3 (or the power was allowed to stack the current mag2), the radius was increased to at least 12 feet, and the base accuracy was increased to 1.0 (75% chance to hit), or 0.9 (67.5% to hit). Currently CoF has a 0.67 base accuracy mod, which is only a 50.25% chance to hit. It needs 3 accuracy SOs just to be remotely reliable, and that's only against even cons, heaven help you if you're fighting +3 or +4s.

    I would also suggest that Nightmare have either Dark Blast, Gloom or Life Drain added. It has no single target attacks at all, and all current pets, save Fire Imps, have a ranged attack(or control) to use against flying mobs.
  8. Quote:
    Originally Posted by Obscure Blade View Post
    Except for the Hell on Earth animation; that might be capable of being repurposed into an attack as well too though if the animation can work on non-demons.

    I think that a port of Whip would work well as either a Dom Assault set or a Blaster secondary set.
    There is 1 whip based control power in the game. It's just not available to players.

    Praetorian Carnival Mistresses have a whip power that's a hold and uses the Hell On Earth animation.
  9. Quote:
    Originally Posted by Golden Girl View Post
    Well, she's in a 20-29 level range, so she might not be using powers in the 30+ range.
    Mob level has never correlated to what level of player available powers they have had access to before. Level 15 outcast bosses have been able to summon Fire Imps for years.

    I don't see why it would suddenly start mattering now.
  10. Honestly, I always pick it up as soon as it's available, then run and tank DfB with it. (Somehow I always seem to end up tanking DfB, sometimes even when there are actual tankers.)

    A couple runs of DfB and you've got a lovely +recovery temp that lasts you till you hit SOs, and you're probably high enough level to start slotting DOs. I don't find the end cost to be that bad.... except on my Fire Control/Time.... TJ+Hotfeet is brutal on the bluebar.

    I've found it incredibly useful on all 5 of my Time characters. I do avoid pairing Time Manipulation sit sets that rely a great deal on Cones though, since they conflict with Time's Juncture's pbaoe nature.

    Which sucks cause I can't bring myself to make a Dark/Time even though I really want one..... stupid super narrow cones....
  11. Highly doubtful it's a new player set.

    Serene has attacks that are both elements (For instance she dual wields elemental swords, one fire and one ice). This is in all likelihood just a fancypants name they gave to her unique abilities.

    You can already make dominators with fire and ice abilities, so that would be an incredible waste of a new powerset. Particularly with all the commotion as of late about Doms not getting proliferation and having to wait for new sets.





    Also, there are plenty of people who want Dark Control (have been for years), and that there are lots of dark powers already is absolutely irrelevant.

    There were already Fire themed Blast, Melee, Manipulation, Armor and Control sets and we still got Thermal Radiation. The fact that there's already Dark Miasma, Blast, Manipulation, Melee, and Armor doesn't mean a thing with regard to Dark Control.

    There are any number of ways to go about making it unique and fun to play.
  12. Quote:
    Originally Posted by ItsJustJake View Post
    Hey, if you aren't bright enough to express your own opinion, don't imagine that I'm going to do your work for you. I've demonstrated to enough teammates how useful those buffs are (by withholding them, and watching that person always take the most damage) on enough missions to know my point is valid.

    You may have a different opinion, but it's certainly not all that accurate from what I've seen.
    The issue wasn't that they were getting the buff when they didn't want it. It's simple enough to just cancel it these days.

    The issue was that the buffer would immediately recast the buff, despite the person asking them not to do that. (Despite that the team didn't need to be rebuffed.)

    Having to cancel a buff every 2-4minutes, no big deal. Having someone intentionally spam a buff on you just to annoy you is totally different.

    The fact that said buffer did nothing else BUT spam said buff to annoy the other player just makes it worse.


    (And for the record, I have never canceled a buff I was given while fighting mobs, no matter how garish and horrific it was visually. I will cancel them if I'm just standing around doing nothing though.)
  13. Quote:
    Originally Posted by daveyj3 View Post
    question: why did you choose that sort of tier 9 power? it doesnt seem to do very much dmg, or maybe im reading it wrong? i'd keep it the same but increase dmg [although you said dmg increases with storm rating right?] maybe i just suck at understanding the numbers.
    Cyclone's in an odd place of doing a LOT of damage... just over a prolonged period of time.

    The main idea behind it was that I wanted it to be an effect that moved with your character, leaving a wake of destruction in your path. Much like a real tornado.

    It's 3.66scale damage at Rating 0-2, 5.49scale damage at Rating 3-4, and 7.32scale at rating 5. For comparison, the standard crashing nuke averages out to 4.875scale damage* on a 360second recharge. Blizzard, the highest damage nuke of any kind, is 9.12scale over 15seconds (again 360recharge).

    For Non-crashing nukes they range from 2.854scale damage (Full Auto, 60s recharge) up to 3.5scale (Overcharge, 180seconds). (Note that due to Cyclone being a toggle effect, it won't start recharging until it's deactivated, which effectively increases it's recharge.)

    Cyclone has the potential to out damage any nuke aside from Blizzard, with considerably shorter recharge and no end crash. The trade off is that it deals that damage over a fairly long period of time, which could always get shortened if it were ever to get made, though I kind of think that it being too short of a duration loses the desired effect.




    *Standard crashing nukes deals 3.0scale damage, then have a 75% chance for 1.5scale, and then a 50% chance for another 1.5scale. Minimum damage on hit is 3.0, max is 6.0. Average is 4.875.

    Quote:
    Originally Posted by daveyj3 View Post
    also, i cant seem to like your immob even though it sounds cool, i wouldnt put it in a blast set unless it was a cone.
    It's unconventional for a blast set to have an immobilize, sure. Really I'd say it's less an Immobilize, and more an attack that also happens to leave your target immobile.

    The set lacks a true Tier3 blast (Something only Dark Blast and Electric Blast have in common with it, though Dark has two tier2s now with the changes to Life Drain). So really you're meant to cycle Windcage and Vortex more as part of your single target chain, rather than reserve them for control purposes. Windcage also allows you to utilize the -range secondary effect as a form of mitigation (and helps build your Rating). Vortex actually fills the role of a 3rd blast, but requires Storm Rating of 5 to do it, and drops you down in Rating, meaning you have to rebuild after each such use.

    An early version of the power had Windcage affect additional targets in a small AoE at higher rating, but I thought that it gave the set too many AoE effects, particularly since the set already has a lot of soft control built into it.
  14. Quote:
    Originally Posted by Blue Rabbit View Post
    Yeeeeeaaaaaaaah... knockback sets: people don't like them. Especially the other people on the team.
    Frankly I don't care for knockback myself.

    The set only has 2 powers that are actually knockBACK though. One with a relatively low chance to KB (30%), and one where you can control whether it is knockBACK or knockDOWN by using or not using it when at certain Storm Ratings.

    (0.67magnitude knockback is actually knockDOWN. It's the standard for almost all knockdown powers.)
  15. So, futzing around with powerset ideas again I was thinking that while we've got 2 melee sets with some form of Combo mechanic (soon to be a third with Staff Fighting, arguably a fourth with Titan Weapons), we don't have any Ranged sets that utilize anything like it.

    Brainstorming on themes that lend well with building up "points" I came up with weather. Different types of weather phenomena use various Rating systems (Tornadoes and Hurricanes specifically come to mind). Thus the Storm Rating mechanic sprung forth from the ol grey matter.

    I didn't want it to just be "Street Justice at range" or a copy of Dual Blade's rigid attack chains, though. I wanted it to be more of an alternate resource system. So this is how it fleshed itself out:

    Storm Rating
    Storm Rating is a 5 point system (Six point if you count the base rating of 0) in which higher rating improves the performance of your powers.

    Most of your Single Target attacks have a chance to improve your storm rating (anywhere from 25% to 100% chance, depending). Building from 0 to 3 should prove relatively easy while achieving a rating of 4 or 5 will be more difficult.

    Other powers (notably your AoEs, among others) will not build Storm Rating, but instead will use points if your current rating is high enough, lowering your rating by a set amount (varies by power) and gaining additional effects (Added Damage, Recharge Slows, Chance for Fear, etc). They can be used without affecting your Rating if you're below the threshold required to gain the extra effects.

    Obvious the exact chance to build Rating, and how long your rating lasts would be up for testing to find a good balance point.

    For the power's visual FX themselves, there are a number of effects in game that show that "Wind" can be made to look pretty decently. The swirling effect from Time Manipulation's Temporal Mending looks fairly convincingly wind-like, not to mention the existing wind based power, Gale. Kinetic Melee is also a decent place to look for inspiration for wind effects, as are a couple Peacebringer powers, such as Gleaming Blast (specifically the swirling trail that follows the path of the projectile).

    As far as a secondary effect (-Defense for Radiation, -Resist for Sonic, etc) I looked to Hurricane, -Range -ToHit. I don't want it to step on Dark Blast's toes though, so the -ToHit would be relatively minor. While -range may not seem particularly useful, the set does include an Immobilize, so it's possible to root enemies and debuff their range to a point where it can't attack you. Only about half of the powers in the set actually have the standard secondary debuff, the rest have other effects, or utilize Storm Rating for additional benefit.


    Storm Blast Powerset:(Some of the Effects info can get pretty long, it should be more intuitive than the wall o text may make it seem.)(You -only- get the effects for your current Rating upon power activation.)

    1) Airburst
    A quick burst of high pressure air, Airburst deals minor Smashing and Cold damage and reduces your target's effective Range and ToHit for a short time. Airburst has a chance to increase your Storm Rating. Storm Rating grants a chance to knock your target down, the higher your rating the greater your knockdown chance.
    Activation: 1second (Uses the same character animation as Charged Bolt)
    Damage: 0.7scale Smashing damage+0.3scale Cold damage (1scale total damage)
    Range: 80ft
    End Cost: 5.2
    Recharge: 4seconds
    Effects: -15% Range, -5% ToHit
    10% Chance 0.67mag Knockback if StormRating 1
    20% Chance 0.67mag Knockback if StormRating 2
    30% Chance 0.67mag Knockback if StormRating 3
    50% Chance 0.67mag Knockback if StormRating 4
    75% Chance 0.67mag Knockback if StormRating 5
    Rating: 50% Chance +1 Rating if Storm Rating 2 or lower
    25% Chance +1 Rating if Storm Rating 3 or higher

    2) Wind Blast
    More powerful than Airburst, Wind Blast deals moderate Smashing and Cold damage and reduces your target's Range and ToHit. Wind Blast has a change to knock your target back. Wind Blast has a chance to increase your Storm Rating. While at a Storm Rating of 4, Wind Burst will electrocute your target for additional damage. A Rating of 5 will expand this extra damage in a small radius around your target.
    Activation: 1.67seconds (Uses Power Blast character animation)
    Damage: 1.0scale Smashing damage+0.64scale Cold damage (1.64scale total damage)
    Range: 80ft
    End Cost: 8.53
    Recharge: 8seconds
    Effects: -15% Range, -5% ToHit
    15% Chance 0.67mag Knockback
    5*0.09scale Energy damage/3.1sec if Storm Rating 4 (0.45scale total damage)
    5*0.09scale Energy damage/3.1sec 8ft AoE if Storm Rating 5 (0.45scale total damage)
    Rating: +1 Rating if Storm Rating 2 or lower
    50% Chance +1 Rating if Storm Rating 3 or higher

    3) Full Gale
    Using this ability scours all enemies in a large arc in front of you with intense winds which deal smashing and lethal damage as they pelt your foes with debris. If your Storm Rating is 4 or higher, Full Gale will weaken your rating by 1 and deal additional cold damage over time to all affected targets, considerably slowing their Recharge.
    Activation: 2.27seconds (Uses Frost character animation)
    Damage: 10*0.06scale Smashing+10*0.03scale Lethal/2.08s (0.9scale total damage)
    Range: 40ft
    Arc: 60degrees
    End Cost: 11.9
    Recharge: 12seconds
    Effects: -15% Range, -5% ToHit
    30% Chance 3.32mag Knockback
    3*0.1scale Cold damage/1.05s if Storm Rating 4 or higher (0.3scale total damage)
    -50% Recharge if Storm Rating 4 or higher
    Rating: -2 Rating if Storm Rating 4 or higher


    4) Windcage
    Traps your target in a whirling cage of winds, immobilizing them and dealing minor Smashing and Cold damage over time. Windcage has a chance to increase your Storm Rating.
    Activation: 1.17seconds (Uses Transfusion character animation)
    Damage: 8*0.07scale Smashing damage+8*0.055scale Cold damage/3.6sec (1scale total damage)
    Range: 80ft
    End Cost: 7.8
    Recharge: 4seconds
    Effects: 3mag Immobilize 17.9sec
    -15% Range, -5% ToHit
    Rating: 50% Chance +1 Rating if Storm Rating 2 or lower
    25% Chance +1 Rating if Storm Rating 3 or higher

    5) Upheaval
    Creates a burst of thermal air around you, attempting to hurl your foes skyward. Deals moderate smashing damage to affected enemies with a chance to knock them off their feet. Knockup is guaranteed if your Storm Rating is 4 or Higher, though this will reduce your Storm Rating by 1. If your Storm Rating is 5, Upheaval consumes an additional -1 Rating and deals increased damage.
    Activation: 1.03seconds (Uses Lift character animation)
    Damage: 1.0scale Smashing
    Range: 0ft
    Radius: 20ft
    End Cost: 18.51
    Recharge: 20seconds
    Effects: 30% Chance 1.4mag Knockup if Storm Rating 3 or lower
    1.4mag Knockup if Storm Rating 4 or higher
    0.4scale Energy Damage if Storm Rating 5
    Rating: -1 Rating if Storm Rating 4
    -2 Rating if Storm Rating 5

    6) Vortex
    Encases your target is a fearsome Vortex of wind, battering them wildly and rendering them held and helpless to defend themselves. If your Storm Rating is 5, Vortex will lower your rating by 2 and deal considerable extra damage.
    Activation: 1.07seconds (Uses Energy Torrent character animation)
    Damage: 8*0.1scale Smashing+8*0.065scale Cold Damage/3.6sec (1.32scale total damage)
    Range: 80ft
    End Cost: 10.2
    Recharge: 16seconds
    Effects: 3mag Hold 9.5sec
    8*0.205scale Lethal/3.6sec if Storm Rating 5 (1.64scale total damage)
    Rating: -2 Rating if Storm Rating 5

    7) Embrace of the Storm
    By activating this ability, you give yourself over completely to the fury of the storms. For a brief time whenever one of your attacks would increase your Storm Rating by 1, it increases your Rating by 2 instead.
    Activation: 1.17seconds (Use Build Up character animation)
    End Cost: 7.8
    Recharge: 240seconds
    Effects: Special


    8) Pressure Burst
    You clap your hands together, creating a pressure wave which knocks down nearby foes. If used while at Storm Rating 4 or higher, Pressure Burst will instead reduce your rating by 1 and knock foes away from you, leaving them disoriented, making it an effective emergency power if you're in a bit over your head.
    Activation: 1.23seconds (Uses Hand Clap character animation)
    Damage: 0.1scale Smashing damage
    Range: 0ft
    Radius: 15ft
    End Cost: 13
    Recharge: 45seconds
    Effects: 0.67mag Knockback if Storm Rating 3 or lower
    4.99mag Knockback if Storm Rating 4 or higher
    3mag Disorient if Storm Rating 4 or higher
    Rating: -2 Rating if Storm Rating 4 or higher

    9) Cyclone
    Activating this power you surround yourself with the howling winds of a fierce Cyclone. Nearby foes will take continuous damage over time, have their ToHit and Range severely reduced and will be unable to Jump or Fly. Higher Storm Rating improves damage. As long as your Storm Rating is 4 or higher Cyclone will instill panic into your foes, leaving them trembling in fear. Cyclone will dissipate automatically after 30 seconds, reducing your Storm Rating to 0.
    Activation: 1.17s (Uses Whirlwind character animation)
    Damage: 0.03scale Smashing damage+0.03scale Lethal damage/tick (3.66scale total damage/30seconds)
    Range: 0
    Radius: 25
    End Cost: 0.39end/0.5sec
    Recharge: 180seconds
    Effects: -50% Range, -15% ToHit, -10mag Fly, -50,000% Jumpheight
    10% Chance 0.67mag Knockback
    0.03scale Smashing damage/tick if Storm Rating 3 or higher (1.83scale total damage/30seconds)
    50% Chance 1mag Fear 5.96seconds if Storm Rating 4 or higher
    0.03scale Lethal damage/tick if Storm Rating 5 (1.83scale total damage/30seconds)
    Rating: -5 Rating after 30seconds


    So there ya have it.


    (EDIT: Added total damage scales for all the DoT effects.... it was kinda hard to actually see how much damage some of the powers would have been doing.)
  16. I... think the yellow highlight just shows you which person you have targeted.

    The mechanics of the powers themselves haven't changed at all. You've always needed to target a person to use a single target heal on them, the only thing that's changed in the last few updates is the UI.

    I've never had any issue with targetting either through the team window, or just by clicking on that person. Though I generally use the team window, simply because it's easier than trying to click another character with the mouse.
  17. In a perfect world Propel would do different things based on what object you summoned. (In addition to actually showing the same object for everyone. Currently it's a client side thing, so each person sees a different object.)

    Car? Cone smashing damage and KB.
    Bomb/Propane Tank/Etc? Target AoE Smashing/fire damage and kb.
    Telephone pole? Cone smashing/energy damage.
    Small items like lamps or chairs? Single target smashing and kb
    Chemical Drum? Single target smashing plus AoE toxic DoT.
    etc
    etc


    Other people would hate the randomness immensely however.
  18. Quote:
    Originally Posted by theduke24 View Post
    Been a while since i've been here. decided to post another idea... make sonic boom do KU instead so that it never does kb?
    I can't see that looking right, honestly.

    A compression wave would push things outward, having the mobs get thrown upwards instead would just look very strange.

    Besides, with the normal 0.67magnitude of Knockdown powers the only way it's going to turn into knockback is if you enhance it, or are fighting lower level/KB vulnerable mobs.

    Jolting Chain for instance is still only knockdown against -1s. It doesn't turn into knockback until they get to -2s. (I actually noticed this earlier tonight when running a lowbie Elec/Time controller at -1, then I leveled and JC started scattering the now -2 minions.)
  19. Really makes me wish he wasn't such a total and complete PUTZ in First Ward, that it makes his overthrow of the Midnight Squad feel so laughably implausible.

    Really. I don't know how the Praetorian MidSquad compares to the Primal one, but if we're to believe they're roughly equal, there's not a chance in heck a tool like Midnight Master (is presented to be in the FW arcs) could best them.




    Edit: Also, those powerset can't be right. Yes he has zombie minions, that's fine. But I've never in my multiple times fighting with or against him ever seen him use a single Dark Miasma power. Ever. Ever.

    He appears to use Energy Assault. (Or at least a combination of Energy Blast and Energy Melee powers.)
  20. Quote:
    Originally Posted by EvilRyu View Post
    Gravity just needs 2 tweaks, one is make propels animation time significantly lower or make the damage on par with say energy transfer or assassin's strike. For the time it takes to kill something with it the damage should be huge. Second swap dimesions shift with wormhole. Once thats done the set will be perfect. I refuse to play the set to 50 because 26 levels is entirely too long to go without some real form of aoe control.
    I've done the math on Propel, and to be comparable to the damage per second of activation time on a tier2 blast (8second recharge, just like Propel's), it would have to deal Scale 3.56 damage. Which is Knockout Blow level.
  21. There are cases where any of the PBAoE heals can root you, it's very inconsistent, even with activations of the same power.

    That said I haven't faced any issue of Temporal Mending rooting me during activation, that I haven't seen with all the AoE heals, so I don't think it's a problem with TM specifically.


    (Generally it seems that if you activate the power (any AoE heal) while standing still it will not let you move until it's finished animating, but if you activate it while moving it won't root you.)
  22. Oathbound

    Earthen Blast

    Quote:
    Originally Posted by Necrotech_Master View Post
    one question would strength of stone and earthen fortification be stackable? or will they be mutually exclusive? would any of them be mutually exclusive with travel powers? i dont believe either of those points were mentioned

    depending on above answers i may or may not ever take those powers since -speed is not something you want on a squishy (-jump i could live with -speed i could not)
    Strength of Stone and Earthen Fortification would be mutually exclusive toggles, like the Swap Ammo toggles (I actually did mention the exclusion in the OP, it's just in the larger paragraph, not with the power details themselves).

    You're right that I didn't mention travel powers, I hadn't really thought of it, but I would have to say, probably yes, they would function similarly to Rooted in Stone Armor. Admittedly that would prevent you from being able to get the benefit of Hover and CJ's defense buffs, which is unfortunate.

    Also, the -speed is only on Earthen Fortification. It's a bit of additional trade off for the increased survivability. Blasters can already overcome the damage penalty with Defiance, and Defenders and Corruptors have other means of increasing damage, survivability or both.
  23. Quote:
    Originally Posted by SinergyX_EU View Post
    In my personal experience, cone and single target knockback is good, if the player knowns how to use it (wallsmash, back in line or GET HIM AWAY FROM ME!!).

    However, PBAoE based Knockback is a freaking nightmare, on any given set. Handclap, lightning clap, PB's one, you name it.. its bad. By default i always make sure a controller is in the team, just to lock them in -knockback, so they wont fly around the place.

    I only wish they would give 'knockback reducers', so you could actualy slot you power to reduce knockback into a knockdown, specialy on the 'chance to' its a lotery game to gues when its gonna knockback or not.

    Some people still see it as 'softcontrol' in a full party, i just see it as 'kicking mobs out of the controlled area of debuffs, taunts and mez'.
    This sums it up pretty well.

    Knockback in the right hands can be a great tool.

    Knockback in the wrong hands is a horrible, horrible mechanic that needs to die a thousand deaths.

    Most people are the wrong hands.
  24. Oathbound

    Earthen Blast

    So, I like to come up with random concept powersets for the "City of ____" world. It's just a silly lil hobby of mine. This is one of em.

    I'm all for every theme being represented in as many set types as (super)humanly possible, and playing a /Stone Dominator always makes me wish there was an Earth Blast set.

    I started with the idea that Earthen Blast would be a more defensive set, kind of the inverse of how Fire is all about damage. At the same time though, I didn't want it to just be a poor dps set, which would kind of be the sticking point, more safety kind of has to mean lower damage. To get around this I came up with a pair of mutually exclusive powers (you can have both, but only 1 can be active at a time) that enable Modes, like how Fiery Embrace works. One, Earthen Fortification, would lower your damage and allow your attacks to apply minor Defense buffs to you when they hit successfully. Then the opposite power, Strength of Stone (which takes the place of Aim for the set) instead enables your powers to grant you a small damage buff, kind of like you get double Defiance buffs from them. Both of these buffs provide some benefit on their own, a base to start building off of. To prevent crazy IO build shenanigans though, none of the buffs from your attacks would be enhanceable, nor would they stack (from the same power) so at most you could have 1 buff from each power that grants a buff, for a predictable maximum benefit.


    There's an (relatively) easy way to animate the set too. Stone melee attacks generally encase your hands in blocks of stone already, so instead of each blast necessitating that you bend down and rip up a chunk of earth, instead the animations would just use the same rocky glove bit as the melee powers to serve as the origin of the various projectiles.

    So here it is, let me know what you think: (Numbers listed are using Defender mods, Blasters and Corruptors would get lower defense bonuses.)

    Earthen Blast

    1) Stoneburst
    Launches a chunk of solid stone at your target, dealing minor smashing damage and possibly knocking them off their feet. If used in conjunction with your Earthen Fortification or Strength of Stone abilites, Stoneburst grants a small bonus to your Defense or Damage respectively.
    Range: 80ft
    Damage: 0.8scale Smashing Damage
    Recharge: 3seconds
    Effects: 10% Chance 0.67mag Knockback, +2% Defense for 5sec if EarthenFortification, +5% Damage for 5sec if StrengthOfStone

    2)Shard Blast
    You hurl shards of jagged earth at your target, dealing moderate damage to them. Like Stoneburst, Shard Burst has a small chance to knock your enemies down. Grants a minor bonus to your Defense if your Earthen Fortification is active, or a minor bonus to damage if Strength of Stone is active.
    Range: 80ft
    Damage: 4*0.41scale Lethal Damage over 0.5s
    Recharge: 8seconds
    Effects: 20% Chance 0.67mag Knockback, +2.5% Defense 10s if EarthenFortification, +5% Damage 10s if StrengthOfStone

    3) Magma Bomb
    You heave a mass of partially molten rock at a group of foes, dealing good damage to them and setting them ablaze for a short time. Some foes may be knocked back.
    Range: 80ft
    Radius: 15ft
    Damage: 0.5scale Smashing Damage +5*0.1scale Fire Damage over 4.1sec
    Recharge: 16seconds
    Effects: 30% Chance 2.08mag Knockback

    4) Catapult
    Catapults a stone at your target enemy, hurtling them through the air on impact. Useful for keeping an enemy at range.
    Range: 70ft
    Damage: 0.26scale Smashing Damage
    Recharge: 8seconds
    Effects: 13.3mag Knockback

    5) Strength of Stone
    You draw on the strength of the earth to increase your own power. While active, Strength of Stone grants your a small bonus to your ToHit and Damage. This damage bonus builds with continuous use of your other Earth Blast powers. Strength of Stone requires you to maintain close contact with the earth, preventing you from Jumping or Flying.
    Damage: None
    Recharge: 4seconds
    Effects: ModifyEffect StrengthOfStone, +10% ToHit, +10% Damage, -10mag Fly, -50,000% JumpHeight

    6) Stone Spears
    Stone spears erupt from the ground at the feet of your target, dealing substantial Lethal damage to them and knocking them high into the air. Moderately increases your Defense if used with Earthen Fortification, or your Damage if used with Strength of Stone.
    Range: 60ft
    Damage: 1.96scale Lethal Damage
    Recharge: 10seconds
    Effects: 0.67mag Knockup, +3.5% Defense 12s if EarthenFortification, +10% Damage 12s if StrengthOfStone

    7) Earthen Fortification
    You fortify yourself with earth and stone increasing your durability and deflecting incomming attacks. While active you sacrifice a portion of your Damage potential to boost to your Maximum Hitpoints and your Defense, many of your other Earth Blast powers will grant additional defense when used. Such fortification if extremely heavy though preventing you from jumping or flying, and moderately slowing your movement speed and reducing the range of your other powers.
    Damage: None
    Recharge: 4seconds
    Effects: ModifyEffect EarthenFortification, +3.5% Defense, +20% Maximum Hitpoints, -30% Damage, -30% Range, -30% Runspeed, -10mag Fly, -50,000% Jumpheight
    **While the defense buffs granted by your attacks are not enhanceable, the buff from Earthen Fortification itself is.

    8) Magma Case
    Encases your target in a block of rapidly hardening magma, dealing fire damage over time and leaving them held and helpless to defend themselves.
    Range: 60ft
    Damage: 5*0.2scale Fire Damage/4.1sec
    Recharge: 16seconds
    Effects: 3mag Hold 11.9sec

    9) Grip of Granite
    By stomping your foot you can create a violent upheaval of earth at your location. For the next several seconds any nearby enemies are assailed by wave after wave of erupting rock and stone. Many foes will find it difficult to maintain their footing, and some may be left dazed by the onslaught. Grants a considerable bonus for your Earthen Fortification or Strength of Stone powers.
    Radius: 20ft
    Damage: 1.5scale Smashing Damage upon activation then summons a pseudo-pet for 5seconds at your location which checks for 6 additional attempts at 0.3scale Lethal Damage. Each additional tick has it's own accuracy check. Maximum total damage of 3.3scale
    Recharge: 120seconds
    Effects: 30% Chance 2mag Disorient 6sec, 10% Chance 0.67mag Knockback each tick, +12.5% Defense 20sec if EarthenFortification, +20% Damage 20sec if StrengthOfStone


    Blaster Defense numbers: (Keep in mind the Damage, Range and Mobility penalties)
    Stoneburst: 1.3% Defense (Non-Enhanceable)
    Shard Blast: 1.625% Defense (Non-Enhanceable)
    Stone Spears: 2.275% Defense (Non-Enhanceable)
    Earthen Fortification: 2.275% Defense (Enhanceable)
    Grip of Granite: 8.125% Defense (Non-Enhanceable)

    Sustainable Defense Buff:
    7.475% Total (Unenhanced)
    8.749% Total (Enhanced)

    20second Maximum buff with Grip of Granite:
    15.6% Total (Unenhanced)
    16.874% Total (Enhanced)


    Defender Defense numbers:
    Stoneburst: 2%
    Shard Blast: 2.5%
    Stone Spears: 3.5%
    Earthen Fortification: 3.5%
    Grip of Granite: 12.5%

    Sustainable Defense Buff:
    11.5% (Unenhanced)
    13.46% (Enhanced)

    20second Maxumim buff with Grip of Granite:
    24% (Unenhanced)
    25.96% (Enhanced)


    Corruptor Defense Numbers:
    Stoneburst: 1.5%
    Shard Blast: 1.875%
    Stone Spears: 2.625%
    Earthen Fortification: 2.625%
    Grip of Granite: 9.375%

    Sustainable Defense Buff:
    8.625% (Unenhanced)
    10.095% (Enhanced)

    20second Maximum buff with Grip of Granite:
    18% (Unenhanced)
    19.47% (Enhanced)
  25. Well, Melee/Support has no real use for the Taunt powers in the melee sets, so you could pull that and add in the theme appropriate shield.

    Have the Inherent grant 2-4mag protection and 50% resistance for Sleep/Hold/Disorient.

    That ups your survivability a bit and prevents constant toggle drop from every random minion with even a remote chance for mez attacks.

    Some of the Support sets could use a couple tweaks in addition, but that'd be a more case by case situation.


    Quote:
    Originally Posted by EvilGeko View Post
    Agreed. For example, for Kinetics, I might remove Siphon Speed and Inertial Reduction give Kinetic Shield and Power Shield there instead.
    Can't say I'd agree with pulling Siphon Speed, it's kind of a big deal for the set. Unless, you just made their version of Speed Boost a straight up AoE, including self.

    I'd pull Repel and ID instead. Repel is entirely counter-intuitive for a melee based character. (Honestly it kinda doesn't fit with any version of Kinetics, they're all very melee centric what with Transference, Transfusion and Fulcrum Shift all pushing you into Point Blank range.)

    Interesting note, not a single power (available to players) in the game with Repel or Repulsion in it's name is actually repel. They're all Knockback.