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Quote:I agree.Correct me if I'm misinterpreting, but this sounds like a viewpoint based purely on gameplay, with the basis that CoH and CoV two separate games. There is the notion that Paragon City is inherently "good" and the Isles are inherently "bad," but there's no escaping from the fact that there are plenty of "good" factions (Wyvern, the Legacy Chain, Longbow, etc.) that have set up shop in the Isles and haven't degraded into monsters, and PLENTY of "bad" factions in Paragon that haven't become heroic. If the NPCs are allowed to continue their activities on the "opposite" city, why shouldn't the players?
My argument is purely from the game mechanics point of view. Right now, there is NO 'Tourist' content. And unless/until we get some, the Devs are going to work under the idea that, if you are running these missions, you ARE working to change your alignment. Because that is the only reason you have for being there.
Is it right? No. Both RP and game continuity wise, this makes no sense. But until there content exclusively designed for Rogues in Paragon, or Vigilantes in the Isles, the Devs have no reason to add a morality choice to these missions. -
I can kinda see both sides of this issue...
On the one hand, it makes a lot more sense to have the moral choice available. But on the other hand...
You have no reason to be taking tip missions in the 'other' City, unless you already planned on switching sides.
That's really the thing, as far as I can tell. If all you wanted to do was pick up badges that you normally couldn't get... then you wouldn't be running morality missions in the first place. In essence, by accepting the mission, you're being treated as already having made the moral choice. And, at the moment, those are the only reasons you have to being a Rogue in Paragon, or being a Vigilante in the Isles - you are either badging, or you are switching sides.
Now, if there was actual Vigilante content in the Isles, (or Rogue content in Paragon,) then having the choice of staying the current alignment will be a viable option. Until then... I think you're just going to have to accept that you already made your moral choice.
...now, why the devs feel that being a villain means acting like a psychotic maniac (who eats kitten heads for breakfast, drinks the blood of newborns with every meal, and whose hobbies include 'Killing Everything That Moves' and 'Planning to Destroy the World')... That's a better question. I mean, would having a little subtlety really be 'not evil enough?' Or is the School of Cartoonishly Monstrous Villainy really the only way to go? -
While the practical reasons for pairing Gravity Control with Energy Assault are fine, I am mystified... HOW are Gravity Control and Energy Assault a 'Thematic Combination?' If Gravity did some energy-based damage somewhere, maybe I could see it, but it is all Smashing damage. They just... really don't seem all that matched, to me.
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I think the issue is that, technically speaking, pets don't actually zone with you. Rather, they get resummoned (and enhanced) whenever you zone, at no cost from you.
This is why Thugs pets can suddenly look much different. And why names get scrambled, as the order that the pets get resummoned does not seem to be the same as the order you get them in. This is most noticeable on the demonlings, because each one is unique.
Of course, I seem to recall seeing the names get scrambled when I summon them myself, so there may be something more to it. -
Quote:Honestly?maybe a Recharge Intensive TOA set, something to equal Eradication / Obliteration?
I want one that puts some effort into +Range. Right now, if you want any significant +Range (for, you know, cone attacks?) then you are limited to... Detonation. Which may bring some added range to the plate, but lacks Accuracy. (I'd have rather lost some damage, than lost a reasonable amount of Accuracy.)
Throw in the meaningless set bonuses attached to it, and all Detonation is good for is frankenslotting.
That's what I would like to see. One that boosts recharge? Sure, why not. -
While we're asking for more IO sets... can we get one or two more targeted AoE sets? Because as it stands, if you want any useful set bonuses, you've got a choice of the PvP set, the Purple set, or Positron's Blast. Which means for most players, it's Posi's or generic IOs.
I don't think the extant sets are bad, per se, but I'd really like to see some more variety there. -
I am once again subjected too a quick bout of altitis... (yes, my alts are inflamed...)
Bad joke aside, can anyone provide any advise for a Dark Miasma/Psychic Blast defender? While Dark Miasma is very easy to build out (Take everything except Black Hole and maybe Petrifying Gaze) Psychic Blast isn't nearly as well recorded. And so far, my build attempts have all run out of slots far too early, leaving me to try and find filler powers, and several powers remaining underslotted all the way into the 40s. Heck... at the end of the build, I think I still have powers underslotted.
Either I'm doing something wrong... or I've misjudged how many slots certain powers should get. So does anyone have general advise/a sample build for this combination?
Thank you!
(ps - I'm considering Dark mastery as an APP, but that's still debatable...) -
I actually like many aspects of Dual Pistols. My complaints with the set are two:
1) Aesthetics. I'll admit this straight up. I did not want this 'Gun-fu' inanity we were inflicted with. It is incredibly silly looking (gun-fu only looks good with a lot of coordination with the enemies. Without that choreography, it's just silly posing.) and it does not fit with the concepts I wanted Dual Pistols for in the first place. I have to build a character to the aesthetics of the set, to make it seem right... and that just really annoys me.
2) Cast time. Outside of the Tier 1 and 2 blasts (which are standardized between all sets available to Blasters), Dual Pistols has only 2 powers that take under 2 seconds to animate - Suppressive Fire (the mez) and Swap Ammo. The next fastest cast time in the set is Bullet Rain, at 2.4 seconds. This makes the set painfully slow. All those fancy animations I didn't want add up to a set that is overall the slowest blast set in the game. Which, in turn, is why the set doesn't feel like it keeps up with other sets (at least on Blasters) - it can't make as much of Defiance as other sets can.
The worst part of that is what would happen if they ever do provide a less over-the-top alternatives for the animations. Without the flash to distract the player, the overall slow nature of the set will become frighteningly apparent.
As I said, I like several of the concepts in Dual Pistols - the swap ammo toggles, Piercing rounds, the Hail of Bullets mini-nuke... I just think it all fell apart when someone decided "Hey, lets make the set try to invoke the John Woo style of cinematic gun play" without realizing that it doesn't work without enemy participation... -
Quote:It would. But I don't think they would add that, because that's Electric Armor's schtick.Wait. You liken -Recov on top of end drain being like a stun aura, and that it would be over-powered for a melee class, but DA comes with a stun aura. DA's not over-powered. Well, not being a numbers expert either, I could be wrong about adding in -recov. But making the end drain on par with ELA's aura would go a long way for mitigation.
And to compare... Dark Armor can stun enemy minions, at the cost of the their own HP. And they pay the HP cost, even against enemies that can't be stunned, so the power can quickly become counter productive.
Putting in a sustainable -Recovery power will effectively completely shut down anything that doesn't die too fast. Not like the End Drain in Electric Armor, where they will still get off the occasional attack, but a complete shut down when they lose all their endurance. Which means that you'll see it most on the tougher enemies... like bosses and higher.
Considering the price DA pays for a minion stun... I really don't want to think of what kind of cost the Devs would level against a sustainable -Recovery power...
Quote:Also, I am very, very familiar with Ice Armor. That's why I said the +HP would be too similar to Ice - +HP and Def and End Drain. It's been done. Twice now that Shields are around (minus the end drain of course). Let's go in a different direction. Yes, Ice does offer other forms of mitigation in CE and with the def bonus of Eng Abs, but you can already get extra defense from Energy Cloak. (I am aware that the values aren't the same, but after you take Brute modifiers into account, they aren't far off) EA trades off some of the layered mitigation, of course, by offering more typed defense than Ice.
Additional typed defense isn't more mitigation in this case, its just... more of the same. And stealth just falls flat, compared to the plethora of tools Ice can provide.
Quote:Wait... Of the powers you talked about adding changes to, one is a mez protection. I'm trying to figure out if you consider it near-useless or underwhelming. Either way, I'll disagree. Also, I don't want my mez protection to be a taunt aura as well. It's different, I'll grant you that, but I don't think that's gonna sail.
If this were ideal, Entropy Shield would provide the stealth and +Def, as well as the mez protection, and Energy Cloak would be a proper form of taunt aura. But they aren't, so I'm trying to work with what is available.
Quote:So you want a +HP, great defense, +Rech, +DMG, -To Hit, and end drain. Man, not even Ice armor gets all that.
Quote:Okay, let's try some compromise. I think +HP and great defense has been done often enough. But, maybe we go the FA route and add damage boost to make up for some of the lack luster (for some, anyways) survival. CP gets changed into a taunt aura that does -dmg, -recovery to the foe, and does +dmg and endurance discount for up to 10 foes. The -Recovery won't be too much, because now only ED does significant drain. If the fight goes too long, then your mitigation comes from foes being drained from the long fight. This of course, makes it harder for them to finish you off before you finish them.
Quote:And maybe recharge debuff res and end drain res in Dampening Field if the other changes don't make it "too good" already.
Quote:Still front load ED's heal and reduce the activation time.
Thoughts?
Quote:Consider me schooled. I thought HF had the same recharge.
And, in regards to Leo_G... yeah, Energy Drain is auto hit. But since it still needs those targets to feed off of, the comparison can still be made. And I, personally, have no idea how Energy Aura is supposed to keep 10 targets around them even using Energy Drain primarily as a taunt...GAH! Why did they screw with that power so much?
On the other hand, making Conserve Power have a +Energy Damage effect might be a nice alternative... -
Quote:Wait... you think adding more HP would make EA too much like Ice Armor, but adding -Recharge won't?Okay, I've made some suggestions for better mitigation from existing powers and suggested changes. A faster working, front-loaded heal and a -rec component to the aura to assure foes stay at zero. With the DDR already in the set, this should help with layering mitigation. If we added in +HP like you suggested, I think we start to copy Ice Armor too much. The only other mitigation Ice has that EA doesn't is Hibernate, but EA has a very good tier 9 for "oh-*******" moments.
Oh, wait. You're recommending adding a Recovery debuff. Oh, yes... I really see that happening. Instead of continually draining the enemies energy, you prevent them from gaining any back... uh huh. You don't think that sounds, I don't know... a little overpowered on a melee set? Especially one that is perpetual, meaning that enemies in it might as well be stunned, for all the effect they will have? No, I think asking for more base HPs and an added damage boost is FAR more likely to happen, then that.
I'm also going to guess you don't know Ice Armor too well, then. In addition to Typed defense, Ice Armor provides:
A Dull Pain clone (Click heal and +HP)
Chilling Embrace - a powerful taunt aura that also inflicts -Dam, -Speed, and -Rech on enemies.
A Damage Aura
And Energy Absorption, which is may not give as much End per enemy as Energy Drain, but also significantly boosts their defense.
Quote:Like you said, with no blue bar to worry about, you become a wreaking ball. This is another form of mitigation in itself. The devs are all about give and take. If we start adding in debuff resistance of every kind and ask for +DMG and +Rech then we not only start stepping on the toes of other sets, but we'll have to take something away. Sustained endurance equates to sustained fury, which is sustained DPS. We just need to add a little more to make the fluctuation of the green bar more manageable.
And unlimited blue doesn't seem to prevent other sets from getting better mitigation, better damage, and/or just more perks & bennies than Energy Aura can provide.
But hey, what do I know? I'm not a numbers guy. I can't crunch up data showing that the combination would be overpowered or not. My proposal is honestly more about make four near-useless powers in the set (Okay, 3 near-useless and one ultimately underwhelming) into something viable, while covering the holes in the set, as I see them.
Quote:EA as it stands is a hybrid of many armors. It has DA's stealth, ELA's end management, Ice's Def and DDR, and FA's heal (just modified). Tweaking the end management to include a -recovery and making tweaks to the heal so that it works fast and stronger should already do a lot towards survival. I think if you ask for more beyond that, you're just asking for too much. Granted, if the devs want to give it, I won't say no to it. But those other things aren't necessary.
Energy Drain's heal is more like a much, MUCH weaker form of Dark Regeneration.
Huh... I did not know that. But we'll just have to disagree on the last bit. I think EA needs SOMETHING else to back up its defense, and additional Hit Points is simply one of the easiest ways I can think of to provide that. -
Quote:All true points. Save that - in my opinion - EA has no real strengths to play to.My DM/EA has a different experience. Granted, having a particular primaries can change a lot of the performance, but that's true about any set. Any primary with a KD power will already be of great use to /EA. Also, knowing how to play the set to it's strengths help.
Still, Dark Melee works great with any defense based primary, and EA is no exception to that. Yes, sets like Super Strength and Stone Melee can give EA some more breathing room. But where other armor sets* eventually develop into into a set capable of standing on its own, without relying on additional mitigation from the melee set. Energy Aura never achieved that for me.
(* - Okay, I'll admit, EA's not alone in this distinction. Fiery Aura is in the same boat. But nobody take FA for its defense value... they take it to kill things faster.)
Quote:Lets keep in mind that there is the "cottage rule" to follow. So you're not going to be able to change powers in the set completely. My suggestion keeps this in mind while providing additional mitigation in -end. You're welcome to make your own suggestions. I'll certainly hear them out more than you're willing to. As for the issues you've listed:
Quote:1. It does have more than just defense. It provides a heal, and has -end. Utilize them, they really do help. Also, EA can excel at defense. Three slot for defense on your toggles and CJ + Weave. This puts S/L at 34%, F/C at 36%, Eng at 39% and Neg at 30%. Hardly bad numbers for a brute. You may not want to take pool powers, but that's your choice. With inherent fitness, there's even less reason not to take those powers.
End draining the enemies does bupkis unless you can get them to zero. In its current form, EA can not do that. Thus, it is not an additional form of mitigation.
And yes, the raw defense numbers given are decent. That is undeniable. But when there is NOTHING backing that defense up, 'decent' doesn't cut it.
If it 'excelled' at the defense it provided, it would - at the very least - have more Defense Debuff Resistance. Instead, it has the same kind of DDR as Ice Armor or Invulnerability get, without the additional tools those sets have to handle a cascade failure.
Quote:2 and 3. Utilities aren't very abundant in many sets. I wasn't aware it was the requirement for armor sets to supply them. It has more than some sets though, so I guess that should be enough. Also, while redundant, these utilities do offer a boost to sustained offensive output. You may consider the only worthy boost to be damage or recharge, but being able to continue fighting non-stop seems like a pretty good boost to me. I use it quite well to keep fury from dropping.
The Endurance management, in its current state, is provided in redundant amounts. And it IS very sweet to just keep going and going... like a wreaking ball version of the Energizer Bunny. But that alone doesn't help too much. If you can't keep your Green Bar filled, than an unlimited Blue Bar is meaningless.
The stealth... I have many complaints about the stealth, but will freely admit that most of them are simply me. (Pss... Devs... if I wanted to ply my character's silhouette, I would have rolled a Stalker in the first place. You gave Dark Armor the ability to lessen the visible effects of their stealth, can't Energy Cloak get the same?) The only mechanical complaint I have is that... well, the Stealth isn't OPTIONAL. The defense numbers for the main toggles were all adjusted to compensate for the defense provided in the stealth... which means you need to run the stealth to get the kind of numbers that you are expecting.
And an offense boost can come in more forms than direct damage or recharge buffs. Invulnerability, for example, gets +To Hit through Invincibility. The only other set I know that does not provide SOME form of offense boost... is Regeneration.
Quote:Yes, SOs are the balance. But it should be noted that to soft-cap /EA to the 6 damage types requires minimal slot investment, which actually gives it quite an advantage. Heavy investment is not required. Even so, it does stand on its own merits if you choose to play up its strengths and use the forms of mitigation it offers. Choosing a more "synergetic" primary will only boost that performance (which is true for all armor sets).
Quote:Now, instead of just digging your heals into the ground and whining about the set, how about breaking out some numbers, making some constructive criticism and putting out some useful suggestions that the devs will be willing to take under consideration. If the set is as unplayable as you say, and you really want to see it "fixed," then that's what you need to do.
My personal suggestions are to add +HP to Dampening Field, Slow and Endurance Drain resistance to Energy Protection, turn Conserve Power into an +Damage, +Recharge, Endurance Discount self buff click (basically a variation of Accelerate Metabolism, using an Endurance Discount instead of an Endurance Recovery boost.) Finally, I'd make Entropy Shield also be a Taunt aura, and have it inflict anyone within 8 feet with a To Hit debuff. To complete everything, have the taunt and to-hit debuff suppress while steathed, just like several Auras do for Stalkers.
There you go. Added Hit Points (which helps both the small heal, and natural regeneration) some additional debuff resistance, a source of additional offensive power - to aid in the 'kill it first' form of mitigation - and a taunt aura in a rather wasted space that provides a nice, complimentary debuff that would really improve the sets performance. All in a nice package that does not require people who like the set as is to change their play styles. -
Quote:...I consider it a pretty good powerset already. Decent defense, 50% heal (and full recovery) every 30 seconds (not hard to get a group around you), some DDR and good endurance management. I can make that work. Throw in IOs, and you can do a lot with it.
Put tanker numbers behind it, and it's a very solid set.
Obviously, YMMV.
A 50% heal? Only if you have enough enemies in range. And my experience with Energy Aura is that it needs less than 30 seconds to go from full health to dead.
And frankly? The last thing it needs is MORE Endurance Management tools.
Energy Aura is my perfect example of a kludge (a clumsy and inefficient - but successful - solution to a problem.) That problem being that Ice Armor wouldn't work with the Fury mechanic at CoV's launch, so the needed an alternative ASAP. It started off as a kludge, and it is STILL a kludge. But it IS working, (however poorly) so they don't have to fix it.
Energy Aura's issues can be summed up as this:
1) It provides only a single form of damage mitigation, and it doesn't even excel at it.
2) It provides limited utility, and managed to be redundant at that.
3) It provides absolutely no form of offensive boost.
Energy Aura is a barely working set. It, quite frankly, can not stand on its own merits. Heavy investment in IOs can bring it up to some decent levels of performance, but that's not what the game is supposed to be balanced around, is it? With only SOs, it is a mighty squishy set, and one that can not stand without significant aid from its primary, and pools.
So, yeah. I've got to agree with Nethergoat - Fix Energy Aura for Brutes, before considering taking it to Scrappers and Tankers... -
Quote:???My thoughts weren't a set that is designed to be a psychic handling juggernaut, there isnt' that much around for it to be a concern, but there are many other Exotic power sets that give ridiculous amounts of resistance to say Fire or Energy in fiery aura or Electric Armor. My numbers aren't set I just am looking for general guidelines.
Okay, so... you don't want a set called "Psychic Armor" to be primarily about psychic defense? What? I think your explanation if going about ten feet over my head.
WHAT is the purpose of your set, then? Because, looking back at the original, is seemed to have a low defense values, a lot of clicks that provide little to moderate survivability boosts, and a pretty serious mez hole.
Quote:My only problem with including a Dull Pain type power would be there would be a huge heal/+hit point buff AND the +Regen/+Recovery you'd get from Drain Psyche, that seems over powered.
Quote:Just like with almost EVERY melee'er I've made or seen you would sure up your Smash/Lethal Resistance with Tough and most likely take Weave for immobilize protection which my mez protection lacks.
Furthermore, no set should be balanced around the idea that the players need to take pool powers X or Y to work. That is just a bad design to begin with, and while some legacy sets can get away with it, new sets should not.
Quote:My "god-mode" as you put it would make you intangible as it's activated and as it crashes, effectively making you worthless when it crashes and potentially saving you when it is activated, just trying to shake things up a bit, maybe it should have a +Hit Point that goes along with the +Defense buff as the rest of the set is Resistance based.
Yeah, I'm still not seeing it. If you want to go that route, then it should be a variation of Hibernate. Because right now, here's what it sounds like:
You trigger Out of Body Experience -> Character goes intangible for 3-5 seconds -> Suddenly is impervious to damage for X period of time -> Becomes intagible again, JUST as they crash (likely losing all End and a lot of HP in the process,) conveniently allowing them to escape without consequence from their crash.
How is that, at any point an "Out of Body Experience?" It makes no sense, it mitigates its own crash, and simply does not strike me as a feasible design. -
Hmm... never used a resummoning strategy, myself. Would you bother using the upgrades in this strategy?
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Quote:Okay, while I dislike the idea of a melee Psy set ("I can melt your brain with the power of my mind! I... just need to get within 5 feet to do so....") I'll take a stab at this.Psi Melee
1. Mind Tap -minor single target damage (smash/psi) -recharge
2. Mind Probe-moderate single target damage (smash/psi) chance for stun -recharge
3. Brain Wreck -high single target damage (Psi) mag 2 or 3 stun
4. Psi Absorption- "Soul Drain" type power to buff Only your Psi Damage
5. Psionic Microburst-Cone power that would be applied like Jacob's Ladder but would Knock UP with moderate smashing damage (Psi dmg) a microburst is a small confined tornado
6. Taunt
7.Blinding Thoughts- a PbAoE Debuff of either -to hit or -perception
8. Psy Tornado-High Damage short ranged targeted AoE power similar to Psi tornado with knockup (Psi/Smash)
9.Psychic Wail-PbAoE mini nuke in the vein of the VEATS that get it, no crash just high to superior damage long (cooldown) (PSI DMG)
The main issue here is that your sacrificing a power attack in your single-target attack chain, for either a short-range AoE, or a non-damaging PBAoE of dubious value. (-Perception does nothing if you already have the enemies agro, as once that happens, they ignore perception. And -to hit isn't likely to be significant on its own, but there's nothing else in the set to stack it with.)
The second issue I see is the lack of alternate damage types. With the roadblock like robots and Carnies in the way of psychic damage, this set should have no more than 2 or 3 pure psychic damage attacks. Everything else should have an alternative component. (Probably Smashing, but I could see arguments for Lethal or Fire, as well.) As it stands, you've only provided 3 such attacks (one of which doesn't make any sense), and I just don't think that will go over well.
Here's a quick redesign...
1. Mind Tap - minor single target damage (smash/psi) -recharge
2. Mind Probe - moderate single target damage (psi) -recharge
3. TK Burst - Melee cone; Moderate Smashing/Psi damage, with a good chance for a Knockup, -Recharge.
4. Pyrokinesis - single target attack, high Psi/Fire damage, with a fire DoT chance rather than a -recharge.
5. TK Smash - Short range cone (or targeted AoE), Moderate Psi/Smashing damage, Knockdown, -Recharge
6. Taunt
7. Mind Spike - Single target, Superior Psi/Lethal damage, and -Recharge
8. Psychic Vortex - "Soul Drain" type power; The more targets it, the stronger the +Damage, +To Hit boost; Instead of doing damage, Vortex applies a -recharge, -damage, -to hit debuff on the targets. (Maybe a low magnitude stun as well/instead?)
9.Psychic Roar-PbAoE high Psi damage, with a long (cooldown), Mag 3 stun and -Recharge.
...looking at it on paper, it's probably a bit overpowered, now. Hmmm... someone with better numbers knowledge would have to go over it, I think.
Quote:Psi Armor-an emphasis on protection from non physical mez effects such as Fear/Confuse
1. Mind Over Body - Smash/Lethal/Psi ResistanceTOGGLE
2. Psi Shards - PbAoE psionic damage TOGGLE
3. Elemental Fortitude- Fire/Cold and lesser Energy/Neg Energy resistance TOGGLE
4. Indomitable Will- click mez protection Stun/Sleep/Confuse/Fear/Placate CLICK
5. Drain Psyche - the same from the other sets
6. Clairvoyance- Auto +Perception +Psi Resistance (like 5% base depending on AT) CLICK {again probably a mule for an IO here)
7. Precognition - +Recharge + Run Speed AUTO
8. Visualization - Click -to hit -Perception TO ENEMY (PBAoE debuff) CLICK
9. Out of Body Experience- CLICK 30% Defense to all +50% recharge, when activated and when crashing there will be a period of intangibility occuring of approx 3-5 secs as you're leaving and re-entering the body.
The way the mez protection is built you'd have to go elsewhere for KB and Immobilize protection among others..
Any thoughts on this are much appreciated, not that this'll ever happen but it COULD be pieced together like the did with electric control and electric assualt.
Okay, as I see it, Psychic armor should provide absolute superior protection from Psychic attacks, high smashing/lethal protection, and moderate protection to Fire/Cold/Energy/Negative Energy. Leaving mez protection has to at least contain Stun, Sleep, and holds; Fear, Confuse, and Placate would be appropriate. If you want to leave a Knockback and/or immobilize hole... well, I'm not sure how well that will go over these days, but sure.
I like Drain Psyche, but I'd throw in a Dull Pain clone. And I have no idea what your God Mode is supposed to be...
I also don't really care much for Click Mez protection. I did like the concept of spreading it out among toggles, though...
Let's See...
1. Mind Over Body - Smash/Lethal/Psi Resistance; Stun, Sleep protection toggle
2. Psi Shards - PbAoE psionic damage toggle
3. Biofeedback - Dull Pain clone
4. Neurofeedback - Smash/Lethal/Psi Resist Auto; Fear Protection
5. Indomitable Will - Fire/Cold/Energy/N. Energy/Psi Resistance, Hold, Knockback and Confuse protection Toggle.
6. Drain Psyche - PBAoE click, increases the character's Regeneration and recovery rate per target hit, while each target has a -Regen, -Recovery debuff placed.
7. Precognition - +Recharge + Run Speed AUTO
8. Psychic Shield - Large Psychic Defense, minor defense to all other types, Immobilize, and Placate protection toggle
9. Mental Juggernaut - Basic resistance-based God Mode, The crash will drain away most of the character's Health and Endurance, drop all toggles, and inflict an 8-10 second stun.
If I could figure out how to make this a more balanced hybrid resistance and defense based set, I would, but I'm not that good. My thoughts here are that a slotted Psychic Armor Brute/Scrapper should have at least 70% Psychic resistance in the end, with maybe 35% Smashing/Lethal, Fire/Cold/Energy/N. Energy will all be in the 20s. They should also have about 20% Psychic defense, with they other damage types being around 5%. Toxic will be an obvious hole, but the overall numbers for a lot of damage types is low.
Still, I wouldn't want to take this set PvE. There just aren't that many psychic dealing enemies to warrant a set designed around protection from psychic damage... -
Quote:Same here. However, considering the OTHER issues that Masterminds are having to put up with alone (in addition to the usual cadre of bugs to squash)... I can easily see this being very low on the priority list.Really? Working as intended? I really doubt the devs are that numb.
I mean, I can partially understand the reasoning here... they don't want someone to just summon a Shivan/HVAS/Snow Beast and have it just go to town while they wait at the side. Its negative impact on Masterminds is just another unintentional slap in the face. -
While it sounds like you put a lot of thought into this... it doesn't really work.
Most of these would work better as an alternate animation for Flight and Hover (And just the thought of how much work it would be to actually create alternate animations for those powers kinda makes me shudder...)
Then there are the actual ones you suggested connect to the ground, which would be a graphical nightmare for this game to implement.
It's a nice idea, and I would like to see things like flying on levitating boulders and sky surfers... but I don't think they are worth making a whole new power pool for.
Grapple Swinging, on the other hand... -
I've been playing around with this for a couple of days now, but I'm just not sure...
Here's the current build:
Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/
Level 50 Mutation Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Dark Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Teleportation
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Body Blow -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(3), T'Death-Dmg/Rchg(23), T'Death-Acc/Dmg/EndRdx(42), T'Death-Dmg/EndRdx/Rchg(43), T'Death-Dam%(50)
Level 1: Dark Embrace -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx/Rchg(7), S'fstPrt-ResDam/Def+(17), RctvArm-ResDam/Rchg(40)
Level 2: Quick Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(5), T'Death-Dmg/Rchg(19), T'Death-Acc/Dmg/EndRdx(43), T'Death-Dmg/EndRdx/Rchg(48), T'Death-Dam%(50)
Level 4: Smashing Blow -- Mako-Acc/Dmg/EndRdx/Rchg(A), Mako-Acc/Dmg(5), Mako-Dmg/EndRdx(23), Mako-Dam%(34), Mako-Dmg/Rchg(43), Mako-Acc/EndRdx/Rchg(50)
Level 6: Murky Cloud -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(7), RctvArm-ResDam/EndRdx/Rchg(13), RctvArm-ResDam/Rchg(13)
Level 8: Power Siphon -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Obsidian Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam(11), RctvArm-ResDam/Rchg(11), RctvArm-ResDam/EndRdx/Rchg(17)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(25)
Level 14: Super Speed -- Run-I(A)
Level 16: Dark Regeneration -- Theft-+End%(A), Nictus-Heal(27), Nictus-Acc/EndRdx/Rchg(29), Nictus-Acc/Heal(37), Nictus-Acc/EndRdx/Heal/HP/Regen(40), Theft-Acc/EndRdx/Heal(45)
Level 18: Combat Jumping -- Krma-ResKB(A), LkGmblr-Rchg+(19)
Level 20: Burst -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(21), Sciroc-Dmg/Rchg(21), Sciroc-Acc/Rchg(36), Sciroc-Acc/Dmg/EndRdx(37)
Level 22: Cloak of Darkness -- LkGmblr-Rchg+(A), LkGmblr-Def(40), LkGmblr-Def/EndRdx(46), LkGmblr-Def/EndRdx/Rchg(46)
Level 24: Death Shroud -- Sciroc-Acc/Dmg(A), Sciroc-Acc/Dmg/EndRdx(29), Sciroc-Dmg/EndRdx(45), Sciroc-Dmg/Rchg(45), Sciroc-Acc/Rchg(46)
Level 26: Focused Burst -- Thundr-Acc/Dmg/EndRdx(A), Thundr-Dmg/EndRdx/Rchg(27), Thundr-Acc/Dmg(37), Thundr-Dmg/EndRdx(42), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(48)
Level 28: Boxing -- Acc-I(A)
Level 30: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(31)
Level 32: Concentrated Strike -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(34), T'Death-Dam%(34)
Level 35: Cloak of Fear -- SipInsght-Acc/ToHitDeb(A), SipInsght-Acc/EndRdx/Rchg(36), SipInsght-ToHitDeb/EndRdx/Rchg(36), SipInsght-Acc/Rchg(48)
Level 38: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(39), LkGmblr-Def/EndRdx(39), LkGmblr-Def/EndRdx/Rchg(39)
Level 41: Soul Transfer -- RechRdx-I(A)
Level 44: Recall Friend -- EndRdx-I(A)
Level 47: Conserve Power -- RechRdx-I(A)
Level 49: Physical Perfection -- P'Shift-End%(A)
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Level 1: Brawl -- RechRdx-I(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Run-I(A)
Level 2: Hurdle -- Jump-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Stamina -- EndMod-I(A), P'Shift-End%(15), P'Shift-EndMod(15)
Man, I forgot how bad over all resist numbers are on Dark Armor... It gets the bet Psionic Resistance, but its Negative Energy resistance is only in the 50s... huh.
Yeah... that gives me high 20 defense to all, and 4 points of Knockback protection... but I'm just really not sure I'm satisfied with this build. It seems like a hefty investment of time and money, for a character that still looks rather frail AND endurance intensive...
Any suggestions for streamlining this build? I'm not married to any pool powers (I don't want to deal with Patron pools, though...) and I'd rather not deal with Oppressive Gloom...
Thanks for any help! -
Quote:...correct me if I'm wrong, but the bombs are all on the ground, right? Wouldn't you just need everyone to be flying (you know, with a purchasable jet pack, if nothing else), and then level him with ranged buffs, controls, and attacks?Tin Mage Task Force:
Director 11's 'minelayers' can no longer be targeted by AOE damage.
Okay. So there's literally only one way to get the badge in the TF where no one can be damaged by even a single mine, and that one way is to hold Director 11 at the start, which requires 4-5 Dominators, at least some of whom are in Domination, and then kill him in under a minute, which requires Scrappers and Brutes.
So really, this encourages building a team *specifically* for the purpose of getting that badge, and locks out the majority of archetypes.
This is very bad TF badge design.
Or can the mines actually trigger and damage a target 20 feet off the ground? Admittedly, this can make the Tanks/Scrappers/Brutes/Stalkers a bit useless in the fight, but hey... -
Quote:Give the Electric Melee/Electric Armor Brute (and, I suppose Scrappers and Tanks with that combo) a 5 star too. Power Sink & Lightning rod will decimate the Endurance of an entire group of enemies, with Lightning Field finishing off whatever is left over, and keeping them at 0. Throw on the other Electric attacks? And you're just wailing away at an EB who's down to shooting you nasty glares and the occasional Brawl.Sapping isn't easy still. We have no single target power that gives good -End and -Recovery reliably, so evaluating the basic mechanism is a bit like evaluating holds based purely on Choking Cloud and KO Blow. But having said that, I've tried the following:
Elec/Energy Blaster: 1 star.
Power Boost + SC Falls just short of sapping +2s in a very frustrating way.
Elec/Elec Blaster: 3 stars.
Decent group sap if you can survive. I tended to hold first, sap second.
Kin/Elec Defender: 4 stars.
Good single target sap via Transferendce and Short Circuit.
Elec/Elec Dom: 5 stars!
Best sapper I've played yet. No reliance on poxy old Short Circuit, instead you drain your enemies justb by being there. You don't have any -Recovery, but hard-sapping is not such an issue with the other controls you have.
It should also be noted that most of the Electric Melee attacks do have a short -Recovery included. Only Lightning Clap and Lightning Rod don't. (And I'm not entirely sure about Lightning Rod...) (And, okay, Build Up and Taunt don't, either... sheesh...) This is how they can reliably sap hard targets. Pretty much, if you can survive until their End bottoms out, then you are golden. And with Energize in the Electric Armor set now... that's become a whole lot easier. -
Eh, one character does not make (or break) a series.
I can easily envision a show surrounding Raven... in fact, I can see it working in several different ways. That - in and of itself - is all right.
Its a question of the supporting cast, for me. What role will they play, and how will they be maintained in the series? -
...
Well, at the moment? None.
In any real sense, since I have only one account, these characters will never actually be able to team with each other. And I probably will make them and play them, but they shall only interact with each other in Fiction and maybe in AE, if I ever get the gumption to make a story arc myself.
This is why I'm asking here, rather than in another section. -
As this is primarily for Roleplaying and/or story telling purposes, I thought I'd ask this here...
I am in need of a mutant.
The concept I am working with here is a special Vanguard team that Lady Grey and the Dark Watcher have put together. On the surface, the teams nothing unusual, but with a closer look, it seems that they may have farther reaching plans for this team...
Each member of the team is from a different origin, and (story-wise, at least) are also to represent an 'expert' in that Origin as well. (The Magic character is like a walking occult library, the Science character knows "!Science" ala Mr. Fantastic and Dr. Insano, ect...)
The problem is I'm having a hard time coming up with the Mutant for the team. In both terms of what an 'Expert' Mutant is supposed to be like, and what kind of AT/Power to use for the character.
The existing team is made up of:
Magic: Demon Summoning/Dark Miasma Mastermind
Natural: Either a Dual Pistols/Traps Corruptor or a Traps/Dual Pistols Defender (exact AT is undecided yet...)
Science: Ice Control/Icy Assault Dominator
Technology: Invulnerability/Super Strength Tanker
So does anyone have a suggestion for a Mutant to compliment this team?
Thanks! -
Kinda disappointed there's no support for the Alpha Slot yet... but I can easily imagine that including it will require a lot more work...
-
He also lives in Houston, it seems. Around here, it may snow enough to actually TRY to make a snowman maybe once every five years. Forget making more elaborate snowmen....