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Posts
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I'm looking into doms again (for the nth time... lets see if I can make one that lasts!)
I'm interested in making a 'Single Element' style character, which is to say, one of the following pairs:
Earth Control/Earth Assault
Electrical Control/Electricity Assault
Fire Control/Fiery Assault
Ice Control/Icy Assault
Mind Control/Psionic Assault
I don't really consider Gravity and Energy a matched pair, and I already know I won't play a Plant/Thorn (couldn't stand Thorny Assault...)
So... what are the high and low points of these combinations? And would any appeal to someone who hasn't had much experience with Doms? -
I will once again support this concept... I really like the idea.
I don't like the Venom Grenade or Swap Ammo in the Assault set. The first... well, just because I think it should stay exclusive to the SoA. The second... because I think it wouldn't be the kind of boost the set needs.
I'm not sure what to replace them with, mind you... -
My ideas for /Devices probably aren't in line with popular opinions... but this is what I think could be done to update the set while maintaining the theme and niche it has.
Web Grenade: Maybe an increase in range to compensate for the lack of damage... but that would be it. It doesn't really do anything for the set as it is, but it works...
Caltrops: No change (I wouldn't mind seeing the IOs standardized across all sets, but that's a different issue...)
Taser: Give this damage around the level of a tier 1 blast. /Devices, I feel, desperately needs a way directly add to the player's damage output early on, and this is good place to put it. Give this thing the Clobber treatment, and make its damage low, but worthwhile...
Targeting Drone: Only things I could suggest for this is to either lower the Endurance cost a bit, and/or add a +Range effect to it (the idea being that the Targeting Drone can compensate for environmental factors better than the player can normally, allowing them to push the limits of their range.) Either way, I'd also suggest expanding the Sniper Rifle synergy to include all Sniper attacks.
Smoke Grenade: Ah, here's the next change I want to see... add a placate effect to Smoke Grenade. Still maintain the -Perception, and the low -To Hit... but include a placate effect as well. Since Stealth is obviously one the the ideas behind the /Devices set, a Hate Reducer would work well with the set, allowing the Blaster to successfully retreat when being overwhelmed. Of course, like the -To Hit aspect of the power, the Placate should require a to hit check...
Cloaking Device: I understand that Castle already tried to give this a Stealth Strike power, and couldn't get it to work. So, as I have no idea about the details of what he tried, I don't know if this proposal is viable or not... but if the x2 damage Stealth Strike is out, why not have the Cloaking Devise give something like a +100% Damage boost, that suppresses like the additional defense does? It wouldn't be QUITE the same as a Stealth Strike, but it would still provide a damage boost to the set that everyone wants, and do it in a way that fits with the sets theme.
Trip Mine: While I'd like a lowered cast time... it's fine as is.
Time Bomb: Ah, this stinker... I'm going to stick with my favorite solution to this power - turn it into another proximity mine, but have it generate a large Burn Patch, rather than just another explosion. This will not only make it infinity more useful, it also makes Web Grenade actually have a purpose in the set.
Gun Drone: There's nothing wrong with the pet itself, but since the Pet Recharge nerf, there has been no excuse or purpose to the extreme Endurance cost or Cast time. Reduce the Endurance cost to 26, and the cast time to no more than 3.5 seconds.
That's my idea for /Devices take 2. Just my opinions, of course, but that's my take on the subject. -
I love taunt when I can take it... but I all too often find that on Brutes I couldn't fit it in... much rather have something that actually assists with either doing damage, or keeping me alive while doing damage.
Now, with 19... I have the need to fit in more powers, without more slots. And hey! Taunt is just fine with its initial slot! And hey, it's a very effective way to pull enemies to me.
This is generally called a 'no-brainer.' All my Brutes will be getting to know the awesome of Taunt... -
Quote:This has to do with how the AI handles single target heals... namely, it won't use one until it has a target that can be healed for that entire amount.Would you mind explaining how that works? Conventional wisdom also dictates that slotting a Heal IO has nothing at all to do with the recharge of a specific power.
As that's probably as clear as mud, here's an example: Suppose your Ember Demon's single target heal can restore 100 hp. Given that, it WILL NOT use this on a target that has not lost at least 100 hp. Not even on something that has lost 99 hp, it's got to have at least 100 gone.
Thus, enhancing the strength of the heal means that the pet won't be using it as often. I don't have the real numbers, but I can say that based on my experience, I'd rather have more frequent heals for a lower value, than a large heal that rarely gets used... (And I have seen the effects of this when I foolishly slotted a heal into my Protector Bots on my Bots/Traps.)
Keep in mind, though... this rule does not seem to hold true for aura heals. The Ember Demon seems to use that regularly.
So, for demons.... while leveling up, slotting heals is counter productive. After getting the second upgrade, enhancing the heal may be worthwhile... but not to the expense of Endurance Reduction, Accuracy, and Damage. Enhancing Healing and Damage Resistance (that only apply to the Ember Demon anyway) should take a back seat to those main three aspects... -
My wish for this power is to simply change it into another proximity triggered bomb... that lays a 10' radius burn patch. Old or new style of the Burn Patch would work. This is an ideal match with a spam-able single-target immobilize... something that is included in both sets that can get Time Bomb.
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Quote:All of these have been suggested before.I just tried the black hole power for the first time. Yikes. While I can imagine situations where it can be occasionally slightly advantageous, any enemies that don't phase now have a phantom army of invincible, identical enemies to interfere with the ability to target them.
Obviously these powers have a bad reputation, but that has lots to do with the fact that they are not supported by the game interface.
1. Add an immobilize while PVE, not PVP, enemies are phased so they can't run in front of the unphased enemies.
2. Add some sort of large and obvious visual effect, like the confuse purple dots but bigger, so that the team knows not to attack. This effect should also signal the phase stopping so that you don't get suddenly swarmed. This would also make carnie illusionists much more fair.
3. Make target commands skip phased enemies by default. After trying the power the first time I was immediately killed because it was impossible to target. Even after learning of that and preparing, targeting was inconvenient.
Still don't think it would make a great deal of difference...
And for the record? There IS an immobilize in the phase attack powers. The thing is... first, it's only a Mag 3, and second... the very nature of the Phase seems to be canceling out the immobilize, making it utterly useless.
Phase powers just don't work very well at all. To make them at all useful, what they really need is a powerful -Regen and -Recovery power... so enemies Phased don't heal and recover their Endurance while phased.
To be truly worthwhile, they would need to be something that the user could turn off at will... but I've been told that, again, the very nature of the Phase attacks mean that they can't be turned into toggles.
Alas, I think the mass phase powers powers will remain the red-headed step child of the powers in this game. There is simply NO situation where phasing groups of the enemies is actually a helpful tactic... -
/Signed, at least to the idea of adding the additional kinds of storage - Recipies in particular.
I can't tell you the number of times I've ended up with a full recipe storage when playing with a team that's just rolling along. I don't WANT to sell some of these recipes - I could either use them myself, or sell them on the market. But selling things on the market takes time. Crafting them takes time. Emailing them to myself takes time. And if the team is moving fast... time is something I don't have. If I want to make space, I've got to head to the nearest store and just sell them at the base price... any other method would take too long.
Being able to just dump them into the Vault to deal with later, would make life SO much easier!
Enhancements are rarely in that situation. It might occasionally be useful to have a place to store a crafted enhancement that you can't slot yet... but that's it, really. -
Traps isn't a bad choice. It's a bit slow on your own... but no worse than other Debuff sets. You'll need to learn to gauge yourself to how fast your team is moving, when you are playing with others. Putting out an Acid Mortar and having it only shoot once or twice before the enemies are all dead is a waste of a power. Still, the Force Field Generator alone can be enough for teams to bring you along, and it is a thematic match with DP. I'd say go for it...
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Nice ideas in general, although I think some of the powers can't work as you intend. (And also some of the names... but that's immaterial.)
And I haven't heard about an Earth Blast set yet. Although I think it would be awesome, if it doesn't come out slow as heck...
Anyway...
Electric Domination -
Okay, just to be clear, Static Field isn't supposed to be a toggle, right? It's more like an alternate form of Caltrops, or the Burn Patches, right? An area of denial power more than anything else? If so, sounds good. A toggle area of denial power would be too much, I think... (Or it would cost a huge amount of End to run...)
Disruption... yeah... First, I don't want to think about the coding that would need to be done for a power to increase the Endurance cost of a targets powers. An Endurance Recovery Debuff, with an Endurance Draining aspect, should work just fine, I would think. Furthermore, I think you are really off on your values. There ARE 'Reverse Power Build Up' powers in the game already - Benumb from Cold Domination being the easiest one to see. It lasts for 30 seconds, and has a 2 minute base recharge. Of course, it is also the tier 7 power in that set. Balancing the number will be a tricky affair...
Rolling Brownout - Just go ahead and make this a chaining click power. Minor damage, minor Endurance Drain, Mag 2 stun (50% chance), and instead of a resistance debuff, how about a -Recharge and -To Hit?
Power Overload - I like the name, but am not loving the idea. I kinda feel like this should be a two step power, significantly sapping the target, while causing an AoE Energy Explosion around it... but that may be too powerful for a support set...
Earth Domination -
I think this one is better designed over all. I really like the pocket tanks as the tier 9.
Just to clarify, again... the Soothing Gemstone is supposed to be a placed buff generator (like Triage Beacon or Tree of Life), not a mobile one, right?
Also, Gaia's Gift isn't going to fly. Maybe replace it with a Rez? Here's an idea... replace it with an AoE rez! It would be nice to see another one of those...
That's all I can think of off the top of my head...
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Hey, won't we need an actual 'Energy' Support set, to compliment Energy Blast, too? -
....I like it.
This is an idea that works very well! The 'Blobs' could easily be interpreted as several different origins (Science, Magic, and Mutant), unlike most of the other sets available.
I suspect these would primarily have Toxic/Smashing damage, with some additional debuffs (perhaps -Dam?) thrown in for good measure.
My only question would be what kind of personal attacks would be appropriate for this kind of set...
/Signed. Please move this to the top of the list, for when the Devs decide to make another Mastermind Primary. (Which will be what... another two years?) -
Quote:Ahahahahahaha... nice one...Cobra Strike (old version, just a stun with tiny damage)
Storm Kick
Focus Chi
Crane Kick
Conserve Power
Caltrops
Quickness
Blinding Powder OR Smoke Flash
Eagle's Claw
Wait. You're serious?
Okay, first problem - you put a Hard Control as the Tier one. That's not going to fly, even at a melee range. Immobilize or Knockback, just like every other Manipulation set.
Second - Quickness? Yeah... I don't see the Devs being so out of it as to give the AT with Defiance - an inherent that rewards making fast attacks - with a recharge reducing auto power.
Finally - Manipulation sets are designed to keep the Blaster OUT of melee combat, not to encourage getting into it. I'd be really surprised if the Devs make a new Manipulation set that has more than 2 melee attacks, and maybe a PBAoE. -
Sorry, no. It was in a try at the Tin Mage Mk 2 Task force. So yes, this happened in the Closed Beta test at the time. Still, taking on Director 11 - an already incredibly challenging battle - and then have one of the ambushes bring in a Shadow Cyst Crystal... well, it just tipped the battle from "Extremely Tough and Challenging" to "Impossible."
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It provides 3% Resistance to Psionic attacks, and 20% resistance to Immobilize, Stun, Sleep, Hold, Terrorize and Confuse statuses.
In practice? 3% resistance is valueless. It has no practical impact on your character's ability to survive Psychic attacks.
And the status resistance? That doesn't prevent the statuses, it just means it lasts 20% less. So a 8 second stun would last 6.4 seconds instead.
But here's the thing... Most of the characters who can use this enhancement without going out of their way, don't need that status resistance, they have Status Protection. The characters who might actually think that the status resistance has value, will likely need to give up 2 power choices to get a power they could slot this enhancement into.
So despite sounding like a really good enhancement, it overall doesn't really help to have it slotted. -
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Quote:And then on an 8-man TF, you get a Shadow Cyst Crystal appear with an ambush in the middle of an AV fight, and start flooding the place with Nicti.Never thought they were that much of a problem. They're just an enemy that garners a bit more priority (though less than certain enemies, like Sappers), and we do get XP for that.
My opinion of Kheldian enemies dropped a lot after that. Coincidentally, so did my opinion of the Kheldians themselves.
The worst part is that in a lot of situations, the Kheldian enemies just don't make sense! They are a tacked on distraction to the actual mission.
Should they drop some special badge or shiney? No. The really just shouldn't be in the first place. (Of course, I'm still bitter about the above event that resulted in 4 team wipes, before we lost most the group (including the PB) and had to abandon the TF...)
Could we at least stop running into these things in the missions? Maybe have them appear only as random overworld ambushes? -
Quote:Yeah, that's how I read it, too.You can unslot without losing what you put into it. The enhancement isn't locked in.
Quoting from the overview page:
Quote:Unlike Enhancements, crafted Incarnate abilities can be replaced or removed without destroying the ability -
Remember, you aren't limited to a single choice - you can exchange the enhancement in the Alpha slot. There is absolutely no reason why you couldn't build one for all four paths, if you wanted to.
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I have to agree... somewhat.
I can understand that, for story reasons, why they won't just hand out membership to the Midnighters. You have to put some effort into actually getting there. (Unlike my feelings regarding the Cape and Aura missions, which just need to go away entirely.)
Fine.
But the single arc on each side gets really old, really REALLY fast. And it's not like this is something they would need to break the game to change. Heck... you can have Percy give out an alternative mission Blue Side, for example. Maybe make another Midnighter hang around Founder's Falls to hand out a third possible arc, and have completing any of them give access to the club.
Villains... well, I don't remember alternative Midnighters (at least, none in good standing,) in the isles, so they would have to be added... but the same thing stands. Have one studying things in Nerva, and another in St. Martial. Give us a couple alternatives, and things won't get quite as stale, as we (the players) can then alternate the arcs.
Just my opinion, though... -
Quote:Not to mention the personal attacks of a Robotics Master Mind... the Pulse Rifle. It's only got three inherent customizations (with two other unlockable) but I think it's got the start for a 'Energy Rifle' set. In fact, between the Blasts already given, and some of the Robots abilities that would fit... I think there are 5 powers made out of the 9 needed.I should have been more specific sorry: an Energy Weapons (Rifle) blast set. For example carrying an energy weapon rifle, not a frankengun assault rifle with bullets/etc.
There's already quite a number of temporary weapons that have a very energy-weapon-esque look. -
You are both forgetting something.
The Devs do not see Manipulation sets as melee powers. They are supposed to be a set of powers that (a) give the Blaster some additional options, when enemies get too close, and (b) help the Blaster get back out of melee distance.
Mental Manipulation is more of their 'Ideal Manipulation Set.' They certainly aren't going to create another melee heavy set.
So... the question is... how would you create a 'Martial Arts' based manipulation set for Blasters, when you can only use 2, maybe 3 of the Martial Arts attacks? (And one of those has to be Dragon's Tail.)
Also, I really, REALLY doubt that Blasters are going to get a Hard Control for their Tier 1 power in a manipulation set. Immobilize, KB, maybe a Sleep or Fear at best, and those are iffy.
If you can create a set in line with the Devs' current "No more Blapper sets" attitude, then more power to you. I personally don't know how you would do it, without losing the core of what you want. -
I've got an interesting situation, that I didn't even realize wasn't WAI until tonight.
You see, ever since Going Rogue came out, I have been unable to get the real numbers associated with the defeats badges. Putting the mouse over the progress bar did nothing, where as before, it use to tell me exactly how many defeats associated to that badge I had.
Since this happened to all my characters, I thought it was WAI, and went on.
Tonight, after a Rikti invasion, I learned that other people still get this number... which means that I must have somehow turned them off for me.
So... does anyone know how to turn this feature back on? Because I have no idea myself.
Thanks, all! -
Is it underpowered?
Ehh... maybe a bit. It feels worse on Blasters, I think.
Is it slow?
Yes. So many times yes. Taking a look at the numbers in Mids, I do believe that it is, overall, the slowest set available. (Not factoring in Snipes, at least. Snipes are all very long, but DP doesn't have one...)
Still, I might be able to deal with the slow speed. But I'm stuck on the other Dead Horse when it comes to Dual Pistols - I didn't want Gun-Fu. I think the effect looks extremely silly, and does not fit in at all with any of the concepts I wanted to have Dual Pistols for. -
Quote:Yes to all of this.Broadsword Tanker: Y. Absolutely Y. The reasoning has already been stated.
Katana Tanker: Y again. Samurai only get more awesome when they're built like a backhoe.
Axe Scrapper: Y. Vikings!
War Mace Scrapper: Y. To quote the Scout fro TF2, "BONK!"
And let's not leave villain ATs out of this -
Broadsword Brute: Again, we've been over this. Legacy Broadsword is even suitably enormous to make a character like Gutts.
Katana Brute: See reasoning behind Katana Tanker. Same character concept can also be a Brute.
Axe or Mace Stalker: We've been going over this for several posts by now. PLEASE give us this.