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Quote:Ah, no no. No worries. Debate was likely the wrong word for me to use. I should have said "Discussion" as I wasn't even presenting ideas that necessarily differed from what had been put forth earlier in the thread, more expounding upon them.Just to be clear, my post had nothing to do with debating religion or wasn't intended to be or say anything more than it did and only pertaining to the OP and the discussion of this thread. So please noone take it for more than was written. (Not a fan of discussing politics or religion online anyway.)
I just thought to myself as soon as I hit the Post button, "this is the internet" and "no good can come of this" so I decided to just remove my post. -
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{EDIT}Nm. Religious debate is never a good thing to get into on the forums.
Suffice it to say Atheist /= Antitheist, but sadly gets lumped together. -
Quote:As mentioned, Time Control comes up just about every week. I myself have also put forth a suggestion for the set in the Lady_Jade powerset thread in the Suggestions and Ideas forum.So I was looking through the powers of the controller and notice something amazing missing. Time Control. What is up with that? How cool would it to have a power set like this;
Time Control
Grasp of Dimensions- Use your power of time to create another dimension on a single foe. Watch as it immobilizes him, pulling him between two dimensions. This power does damage over time. Damage: Minor (DoT), Recharge: Moderate.
Reverse Wounds- Reverse time, reversing the damage dealt to an ally. Recharge: Moderate.
Loophole- See ahead of time to find a the weakness of your enemies. This power decreases the defense of an enemy and all other enemies around him. Recharge: Slow.
Hit of the Century- Control the timezone around a single foe, making him feel pain from his past, present, and future. Damage: High, Recharge: Moderate.
Fast-Forward- You can now harness the power to effect yourself and all nearby teammates. You see ahead to the future at what your teams defense and damage is at a higher level, causing your teams defense and damage to increase for a short period of time. Recharge: Slow.
Time Trap- You slow down the time around you, making all nearby foes slow down. Any foe within melee range is slowed down and has decreased recharge time, endurance recharge, and attack speed. Recharge: Very Long.
Replacing the Ground- Select a certain spot of the ground and watch the past do its work. You reverse time on a specific spot of the ground, causing the ground to rewind quickly and shoot upward in the form of multiple jagged rocks. This traps all foes, within the selected area, in the spikes, causing them to become disorient and damaged over time. Damage: Moderate (DoT), Recharge: Slow.
Relapse- Reverse any fallen hero's damage dealt to them, causing them to revive with half health and half endurance. This power drains the caster of most of his endurance. Recharge: Very Long.
Father of Time- You know so much about time, the Father himself seeks your training. Summon him in combat to make it a real battle. Recharge: Very Long.
And yes this is nine powers just like the main power sets of controllers. Sure, some of these might need work and their recharge times and damage might need changed. But this would be a great idea!I hope they make this happen in the next big update!
Do whatever you can to get this idea out.
Originally thought up by Darkovias. You can email @darkovias (Me) in CoX for any feedback and what not. I mainly toon around on Prototype Mk 1 and Storm of Flames. See you in the game
Specifically regarding the set you've put forth, there's no way this could function as a Controller's main (primary) set. There's only 2 control powers in it. It WOULD be a decent secondary (buff/debuff) set though. -
IIRC, when they standardized all the PBAoE Radii ISC got a slight bump in damage (and subsequently recharge)... so there's a reason it seems longer than it used to.
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The only thing that stands out to me about Psi's single target attacks, is the fact that the set gets 2 tier2 blasts (Mental Blast and Subdue) instead of a t2 and a t3 (because originally Mental Blast was a tier1 that got buffed to be a tier2, while Subdue wasn't changed at the same time).
Maybe Subdue could use the push up to 1.96DS/10sec? -
Quote:I think Ice Melee has yet to shake it's reputation from back when it was truly an abysmal damage set. It's actually one of the better melee sets for AoE damage now, though it still lacks somewhat vs single targets.I really don't know. I gather that Willpower/ is great if slotted correctly, but never hear much about /Ice on a tank, which tells me its a bit unloved. Thoughts?
Thanks
It got changed quite a long time ago, but there's been little notable shift in it's perception.
I have a WP/Ice tank myself, and I find him very enjoyable (though ice SFX still rather annoy me). -
Quote:I for one am happy that my Fort doesn't constantly have his claws drawn when using Psi attacks. Since I didn't take ANY claw attacks on him, his taking the time to pop them out before NOT using them would just be funky.The in set ones - mental blast and psychic scream - actually are 'claw' attacks. They'll draw your claws if they aren't already out, and leave out the claws if they are. There's no redraw involved. This was all-new animations made specifically for NWs; I have no idea why fortunatas didn't get the same treatment, unless there's balance fears of attack chains like FU-lunge-subdue-strike.
NW psi attacks got the clawed animations because they were designed as part of the same "set" of attacks, and having redraw within the same set is just silly. Fortunata powers are considered as a different "set" from the claw attacks, having them draw your claws out doesn't make thematic sense, given that Fortunata in the lore don't use any Claw attacks. -
Quote:PSW's damage bonus came from the fact that it's classed a "Ranged" power, but was allowed to keep it's (bugged) Melee modifier. It should have been using the Ranged Damage modifer all along, due to it's huge radius compared to other Dom PBAoE powers.Whoa, what's this? According to Castle's first post in the Dom Revamp thread, Psy Shockwave was supposed to get a damage buff on top of the regular formula just like Psy Scream. But it's still doing roughly the same damage at similar recharge and end costs as the PBAoEs in the other assault sets. Did it not get that after all?
Incidentally, that's really all I'd want: a small boost to damage, enough to make it basically a psychic version of Foot Stomp. That's like 12 more base damage at level 50.
When the devs standardized the radius of Dom PBAoEs that pushed all the other PBAoE's performances up to match PSW's lowered effectiveness (which was brought down farther when it lost it's bonus radius).
It still has the bonus it always did, it's just that it's not an actual BONUS anymore, because for all intents and purposes it IS a melee PBAoE now. -
Quote:That's different from Death in combat. You aren't trying to accomplish anything (other than move back to your bind point/the hospital/what have you).From what I've seen in the few other MMOs with lighter penalties, it's obvious NOT its own penalty. In Rift, for instance, I've seen players using "suicide" as a free teleport...
We used to do that all the time with the last game I played (particularly if you were at the bottom of a dungeon, it was just easier to "death train" out than have to fight your way all the way back to the entrance) and it DID have XP and Equipment durability loss penalties (and rez sickness if you released instead of getting a player rez).
I personally HATE getting defeated, even with how utterly negligible the penalties are in CoH. Doesn't matter if I have an awaken, or even a self rez, so I'll do everything possible to prevent it.
GW2 actually won't have a death penalty at all. The Devs laid that out in one of their articles month ago. (Plus you'll be able to JUMP!) -
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Because it's a bright, cheerful point in a world currently overflowing with war, unrest and financial crisis.
It's one of the relatively few feel good stories that's actually being covered by any notable amount of media. -
Quote:Mindwipe. You saw me lift that 2ton rock with my mind? *pppppth* Your brain is jelly now. Ktnxbye. (Not really to that extent, but selective pruning may be in order.) (No I would have no moral qualms with altering people's memory.)(Yes that probably makes me a bad person.)Lets say everyone can pick and automatically know how to use their "one" power...the real question is... whats going to happen when you are seen using that "one" power? You have to know you will be seen...what does your life look like then...how does your family cope with you being super-powered and out in public...how do u go back to work or your old life in general? Does paranoia set in...do u become a recluse(maybe a Lord)...do u fake your death and become a masked man/woman savior of the streets...etc what do u do!
Also u shapeshifters u have to know you will be caught switching at some point on a cell camera or stop light camera or atm camera or even Candid Camera -
Also keep in mind that cones almost always have better damage/faster recharge than AoE/PBAoEs. I believe it's to balance out the ease of use factor, particularly for Dominators, where in order to maximize a Cone's effectiveness you have to bounce in and out of range for your melee powers.
The only instances I can think of where the PBAoE or (non-rain)AoE in a set is better than the Cone AoE, is when dealing with Fire Melee's BoF vs FSC, and Dual Pistol's Empty Clips vs Bullet Rain. -
Quote:Either ^This^ or extensive Psychic ability, including Telepathy, Mind Control, Empathy, Telekinesis, Astral Projection/Illusion, Divination, etc. Everything listed here.Technopathy, hypertechnology, or whatever you want to call it would probably be my choice. Want Flight, then build a flying suit. Want Invisibility, then build a cloaking device. Want to create a better you, then inject nanites into your bloodstream. I wouldn't limit it to only technology that is possible given our current technology path. Technoorganic, organic, and other theoretically possible technologies would be under my control. Might take longer, but with this power, I can be omnipotent and omniscient.
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EDIT: Gah, NM... only one of them starts in IP, so that answers my question of which level trial is being run.
I'll try and be there. -
Happy Birthday VexXxa. (Sorry if it's late, I've had such an issue loading the CoH forums/website lately, some days I just don't even bother trying.)
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Quote:Dangling Participle...The grammar nazi in me looked at the first sentence,
and thought, "That's a dangling participle." It should be,
Still, a nice story with some interesting hints. -
Quote:It's not so much that the AoE immobilizes are BAD for Doms, it's that using them incorrectly can be bad for them. Particularly since they're very early in the set, and new Dom players may not be aware just how much agro you can pull using them.Hi. Longtime player (haven't stopped playing since the week after launch) with limited dom experience here. I have a fire/elec dom I have played to 43 and decided I don't really care for, partly because the best damaging powers in elec tend to kb mobs out of my hot feet damage. I could work in aoe immob I suppose but I've heard they're mostly a bad idea for doms. I was thinking that a fire/stone might be better for what I want to do, with the knockdown and stun supplimenting the subpar mez abilities in fire. I'd like to get people's thoughts on this combo who have more experience with the AT, so have at it. Also I have a technical question about this powerset combo. Can one run hot feet and mud pots at the same time or are they mutually exclusive as slow auras?
Without a secondary form of control to supplement them or someone else to hold agro, a lowbie dom throwing Fire Cages around could very quickly find themselves overwhelmed by the agro and face-down in the dirt, which could turn a new player/new dom-player off to the archetype.
I make use of Fire Cages on my Fire/Psi dom at least once for every spawn, generally immediately after Flashfires, to keep them from staggering about.
(I would also argue that Fire doesn't really sacrifice much of anything from it's control ability for it's extra damage. I reserve that opinion for Gravity, because while it gives up just as much/more control as Fire, it's still not that good for Damage either.)
If you really WANT to roll/reroll a Fire/Earth, honestly it seems like a pretty good combo to me. Particularly since both of it's AoE are spherical, to match better with Hotfeet pushing you towards melee range. (I have no real experience with /Stone, but I've leveled Fire/ to 50 as both a Dom and a Controller.) -
Seems like Adamastor is the entry level GM for soloers.
Achievement: Soloed Adamastor on my level 43 Dark/Ice defender (I need to try him [Adamastor] again now that he [my Defender] is a 50(+1).)
Disachievement: Took 2 Shivans an Amy and the better part of 10minutes to do it.
So far that's my only time soloing an AV or Gm... at least that I can recall.
Achievement: Finally made a perma-hasten IO build (For my Fortunata).
Disachievement: Took me 3months gathering AMerits and RMerits, cause I'm too damned cheap to pay the ungodly ridiculous prices people sell stuff for on the markets. (This is my only significant IO build of any kind up to this point.) -
Quote:One thing to keep in mind about the Defender damage buff is that it starts out small (like 5 or 6 %) and ramps up till you hit level 20. It's not going to be very noticeable at all in the very low levels.Thanks for the replies, they're muchly appreciated!
I love it, I get a 'try a defender' in the corruptor side and 'try a corruptor' in the defender side.Someone pointed sonic out to me on the Defender side too, so I'm gonna give that a shot, even though I couldn't get the defender side buff to kick in. In a couple of tests, the Defender did exactly the amount of damage that the attack values predicted in the level slider. Corruptor damage was equal, too. Is there something wrong with the Defender innate ability, or does it not work in Praetoria?
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Quote:Which is why I mentioned it could be replaced with Dark Pit, giving them a more typical mag3 Ranged AoE disorient instead.I think the main problem is going to be Oppressive Gloom. It isn't designed for an AT like Controllers or Dominators.
Perhaps a PBAoE Stun click power, instead? Something that won't half-kill a Controller without being particularly effective at its job? (Remember, Oppressive Gloom is a Mag 2 stun - it's not particularly effective on LTs or higher, but if it hits them, it will still drain health. I've accidentally killed my self with OG on a scrapper, I can only figure it'll be worse on trollers or Doms.)
As far as killing yourself with OG, that's why I included a Hitpoint Recovery tool in the set, to offset the hp cost. (Controllers would also deal considerably less damage to themselves, due to having a MUCH lower Damage Modifier. Doms would have to be more aware of their HP usage, but again that's why there's Stygian Embrace.)
Quote:I also think you may be expecting a bit much out of what the game is capable of with that Tier 9. I also don't think the Devs will give what is essentially both an AoE DoT attack, AND a Pocket Tank, a Recharge time as low as 90s. Figure 240 seconds at a minimum.
The game is perfectly capable* of performing the actions required of the power though. It already DOES exactly this when it summons a Phantasm's Decoy pet, Decoy is just as a single target power instead of an AoE.
*Standard Code Rant applies.
Ultimately I just want a Dark Control, no matter what form it takes. -
Dark Control
1) Tenebrous Grasp -- Single target Immobilize, Moderate DoT, -tohit
(standard issue black tentacles)
1) Soul Storm -- Single target hold, Moderate DoT
(same power from Soul Mastery)
2) Tenebrous Expanse -- AoE Immobilize, Minor DoT -tohit
(standard stuff)
6) Fetid Wastes -- Location AoE, -Speed, -Regeneration, Chance for Vomit
(location targeted pet like Quicksand or Tar Patch. Lowers enemy movement and regen, has a low chance to cause mobs to vomit (hold? sleep? whatever) each tick)
8) Starlit Shroud -- PBAoE Toggle, -Tohit, -Damage, Chance for Placate
(basically a Dark equivalent to Arctic Air (Not entirely sure if Placate would work well here, but it could get swapped for Chance for Fear instead))
12) Oppressive Gloom -- PBAoE Toggle, Disorient, Self Damage Special
(same ol' OG it's always been (if that proves overpowered then Dark Pit can be subbed in instead with numbers modified appropriately)
18) Stygian Embrace -- PBAoE Toggle, Minor DoT, -End, Self +Regeneration, +Recovery (or +Heal, +End)
(kind of Death Shroud meets Conductive Aura. Drains the HP and End of any nearby foes and returns it to you)
26) Spirit Squall -- Target AoE, Very Long recharge, Hold
(pretty typical ranged aoe hold)
32) Surging Shadow -- AoE, Long Recharge.
(Animates your enemy's shadow and turns it against them. Summons an immobile Shadow (like Phantasm's decoy) for each target within the radius of the power. These Shadows are targetable, and attackable, but are indestructible. Each Shadow uses Deathshroud, damaging and taunting foes to attack them. Basically creates a damage field that absorbs agro for you. Since it's not a real pet, and each Shadow despawns when it's anchor mob is defeated, the recharge would be MUCH shorter (Say 60-90seconds) allowing them to be resummoned frequently.)
Set notes:
As you might have noticed, it's a pretty toggle heavy set which relies on being right in the thick of things, chewing through endurance and hitpoint the like. That was the main reason for the inclusion of Stygian Embrace. It's both the set's main source of damage (outside of the pets) and serves to mitigate the cost of the toggles, and HP cost of Oppressive Gloom.
The set is relatively light on control, instead utilizing damage mitigation tools (-tohit/-dmg) and agro management (pets) to control the field.
I did not use any Dark Miasma powers in the set because I'd still like dark as a Controller secondary with the following alterations:
Fearsome Stare - Cone shortened to 50feet. Recharge increased from 40seconds to 60seconds. Magnitude lowered from 3, to 2. This still leaves it useful for neutralizing minions, or for stacking, akin to Thunder Clap's uses from Storm.
Dark Servant - Gets the Mastermind treatment... Recharge upped from 240seconds to 500seconds. Retains it's 240seconds duration. -