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Not the first time this was suggested.
Think about it, if the player base is 50k, if 10% of the player base purchased 1 statue we'd have to find spots for 5000 statues... and that's if they only purchased one. If the player base is 100k, now we'd be looking at 10k statues. I'm not saying that 10% would purchase, but you've got to look at it from that possibility. 10k statues would fill the zones up a bit even over 15 servers. It wouldn't be so bad for some of the lower population servers, but imagine how this would impact the higher population servers. (I wouldn't be surprised if the CoH/CoV subs are over 60-70k.)
I think that if this was implemented in some form, statues in bases would be the way to go and keep the zones fairly clear of added statues. -
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Mace and Electric also do stuns, so they would pair with Oppressive Gloom and allow you to stun bosses. Although less Electric powers do stun.
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Each has their pluses and minuses.
What are you looking for?
More control?
More Mitigation?
More Damage?
Best can be somewhat subjective. -
Ok. Now that I've had time to get back to this I'll throw out one last version. Well, at least my last version in this thread.
I understand the arguments against using lethal dmg, but I still think it can apply to this set. Sorry if it's too "outside the box", but I still would like it in. For me Radiation could be Energy, Lethal and/or Toxic and still fit thematically.
As I admitted in one of my other posts here, I'd originally planned on having the "Tear Down" power in this set but had used it elsewhere. I'm throwing it back in as it still fits thematically. I would imagine it being a PBAoE version of Bruising. It would stack with bruising, but not stack with other "Tear Down".
I've also changed my mind about the Tier 8 power. I would want the new version to be a 5 step PBAoE, with the steps being fairly quick. Each step would be a DoT PBAoE that would progressively get wider. The DMG would stack so that the closer Foes would be damaged more. I'm imagining it looking like a spreading cloud of damage, not a quick burst like Shield Charge. I'm not sure how it could be done mechanically within the game. Anyway, here you go. Hope you like it.
Radiation Melee Set 3-22-11
- Tier 1; Melee, Minor DMG (Lethal), DoT (Energy), Foe -DEF
- Tier 2; Contaminated Strike - Melee, Moderate DMG (Energy/Smash, Foe Knockdown) Foe -Defense
- Tier 3; Irradiate - PBAoE, Moderate DMG (Lethal), DoT (Energy), Foe -DEF
- Tier 4; Taunt - Ranged, Foe Taunt, -Range
- Tier 5; Radioactive Smash - Melee, High DMG (Energy/Smash, Foe Knockdown), Foe Disorient, -Defense, -Fly
- Tier 6; "Tear down", PBAoE -DEF all, -Resist All. Minor DMG(Energy)
- Tier 7; Electron Haze - Close (Cone), Moderate DMG (Lethal), DoT (Energy), Foe - DEF
- Tier 8; Cloud Bloom -PBAoE, Superior DoT (Energy), Foe -DEF *(see explanation above)
- Tier 9; Cosmic Burst - Close(Single Target) , High DoT (Energy), Foe -DEF
Thanks again everyone for the conversation and feedback. -
Not that I think it's necessary, but I always thought that Tanks would have had some added debuff resistance to either Defense or Resistance as their inherent. Separating them from Scrappers and Brutes a little.
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Quote:I wasn't responding to you Samuel but to Charnage's comment about "chance to hit" in a tier 9 chain since, if I recall correctly, there's still an acc check on each progressive chain.The "chance to fail" doesn't refer to a hit roll percentage, it refers to the problem wherein if the target of the attack dies, the attack doesn't "jump." This is because powers like Chain Induction actually grant a passive power to the character affected, which the character immediately fires on the nearest enemy, deals damage and grants that following character the power which represents the next step in the chain. If one step in the chain dies, then its passive power doesn't fire.
If instead of using a chain mechanic, the -res portion could be a location AoE set of pets. Each progressive pet summoned another pet that did a larger AoE with less -res and tagged to not stack with each other. The last of the set had the largest circumference, but did the weakest -res and didn't summon another pet.
For example; the first pet could do a 8 sec. -20% resist 8' AoE. Two seconds later it summoned one that did a 6 sec. -15% 12' AoE. Two seconds after that the new pet did a 4 sec. -10% 16' AoE, etc. The animation would be a rolling cloud of some sort. -
I wouldn't include "a chance to fail" on the chaining, but would include a marker so that any foe couldn't be hit with the -res again. Once the -res got low enough it would stop chaining/propagating.
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When I first started thinking about this Radiation Melee set I'd planned on incorporating the "Tear Down" as the inverse build up. I decided it fit the other melee set well enough that I used it there, and didn't want to recycle it here.
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I've taken a bit of what's been said so far and incorporated a few things. With that in mind I came up with this variation.
- Tier 1; Melee, Minor DMG(Lethal), DoT(Energy), Foe -DEF
- Tier 2; Contaminated Strike - Melee, Moderate DMG (Energy/Smash, Foe Knockdown) Foe -Defense
- Tier 3; Irradiate - PBAoE, Moderate DMG(Lethal), DoT(Energy), Foe -DEF
- Tier 4; Taunt - Ranged, Foe Taunt, -Range
- Tier 5; Radioactive Smash - High Dmg(Melee, Energy/Smash, Foe Knockdown) Foe Disorient, -Defense, -Fly
- Tier 6; Build Up - Self +DMG, +To-Hit
- Tier 7; Electron Haze - Close (Cone), Moderate DMG(Lethal), DoT(Energy), Foe - DEF
- Tier 8; Neutron Cloud - Location PBAoE, Moderate DoT(Energy), Foe -DEF [Up front dmg like Burn, but -Def cloud left behind. Variation on Burn Mechanic, without the DoT]
- Tier 9; Cosmic Pulse - Close Chain AoE(Like Jolting Chain) , MInor (Energy), A cloud of radiation effects the foe next to them. First target receives moderate -res, each proceeding jump the -res gets weaker till it's dissipated.
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Don't have time this morning to do a full post/response to the conversation, but I do want to throw this out. Would the Tier 7:"Tear Down" power I proposed in my Goofy Melee idea thread be a creative enough idea to replace build up?
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Quote:I'll be the first to say that none of my ideas are perfect. I do like to explain the reasoning behind my choices. That doesn't mean I'm not willing to listen to suggestions that can or cannot be incorporated into the original idea. I'm just not interested in making changes every time someone makes a suggestion. I'd be chasing my tail on that.Lol when I was saying have fun with it, I was referring to the criticism in that you seem to be trying to protect the premise behind your idea rather than allowing it to incorporate.
But I like reading the names people post for their powers too. That's part of the fun but you seemed to skip that.
Anyway, if we're just 'keeping it simple' here, I'd at least advice something interesting for the secondary effect. What about using the Contagious Confusion mechanic (sans the confusion) that spreads and stacks with the base effect? Maybe with a weak hold effect that can be multiplied by the number of enemies around to potenize the effect? Thinking about it, we only have a few control/debuff oriented sets: Stone Melee, Dark Melee and Ice Melee. Maybe if the theme behind this set was strong control (like Stone) focused debuffs (like Dark) or a mix of both at the cost of some damage (like Ice), it would warrant a better secondary effect?
As for the armor set, reading through the thread, it doesn't seem like you were being chastised. People were generally interested in the idea and providing feedback.
For this particular set I did use names of powers within the game as I knew they would invoke images. I couldn't think of anything clever for the tier 1, so I left it as is.
The Contagious effect would be similar to Chain Induction from Electric Melee, or Jolting Chain from Electric Control. That goes against your comment about not having something unique, to set this apart. Not saying that it couldn't be incorporated, but that it would be similar to another powerset. Can I assume you're thinking along the lines of Rad Emission's Lingering Radiation or Enervating Field as a secondary effect to the chain?
I am slightly confused by your comment about making this a strong control/debuff set. I've got some Knockdown, some disorient and lots of -Def. Seems like Control/Debuff to me.The only thing the three sets you've mentioned have in common is a hold. Well, that is if we are talking melee sets. I don't think having a hold in a -def set would fly, but I could be wrong. Can you explain further? Are you talking Melee sets or control sets?
Anywhosit, thanks for the discussion. -
Quote:I am having fun with it, in-spite of what you may perceive. If I wasn't having fun with it I wouldn't have bothered to post it at all.Just remember that the secondary effect may be different or completely unrelated between it's various types of incarnations:
-Electric Blast has -endurance and -recovery while Electric Melee adds 'chance of sleep' to this.
-Energy Blast does knockback. Energy Melee does stun.
If you're coming up with a melee set for fun, then have fun with it! Don't let yourself be contained by the norm and think outside the box.
As for thinking outside the box, I was chastised for thinking outside the box on my Radiation Armor set, which I found rather amusing. I can guarantee you I have no problems thinking outside the box.
I like what I've started with, but I'm always willing to hear other view points. It's very easy to get a narrow focus while working on something, so having fresh eyes is helpful. -
Quote:As I mentioned in my previous post, I consider the DoT to be the "Lingering" aspect you mentioned. Maybe with the DoT I've proposed it could include a lingering -DEF. Maybe a variation on Dark Melee's "Soul Drain" could be used instead.But, along this line, I've long thought that Radiation Melee should have a -Resist component to it, or perhaps better said, a "lingering" aspect (-Resist, -Def(?)). Maybe something like that could be leveraged to add a different flavor of "buffing" without having to set up a specific order of powers to build up attacks, or come up with another unique mechanic to provide a "build up" like power.
I know you'd like to have some sort of -Res in the set, beyond the Tanker Bruising. It seems like every time someone puts -res into a melee/blast set, the doomsayers cry "OVERPOWERED!!!" I'm also not sold on trying to fit it into the set either, much to your chagrin. -
Quote:1. Considering this was based originally off of Spines, which does lethal, I kept the lethal in. Also, Fire does lethal as well so it still fits, at least in my mind.Random suggestions:
1. Uhhhh... OP, might wanna look over some of the power suggestions you list, some of them still are saying that radiation melee would do lethal damage.
2. As something to wed both Sam and Leo's ideas, I propose that instead of just build up, you get Power Build Up like the Defender Epic. it also can be renamed and help fits the idea of radiation, perhaps call it "Self mutation"? (And seriously, what's the worst a scrapper could really do with ten seconds of having ally buffs, debuffs, ally heals, and controls doubled in effectiveness that would make it a game breaker?)
Edit: Especially since this would take up the Primary slot.
3. One of the things I don't like about spines is how it's rather lacking in damage, perhaps there could be at least one power (maybe like: "Radiation Poisoning") that could be given to deal superior damage?
2. Power Build Up is not only+DMG, +To Hit, but also boosts secondary effects, so you want the set to do an even LARGER -DEF? Hm.. Sounds pretty overpowered. I can see a variation on Dark Melee's "Soul Drain", but not the Epic; Power Build UP.
3. Spines is weak in up front damage, but makes up for it somewhat with Toxic DoT. The DoT I've proposed would be a Lingering Radiation/Radiation Poisoning effect. I'm not seeing a need for a Superior damage power, since this somewhat mirrors what is considered the highest damage set, Fiery Melee. -
Quote:As I mentioned above, I'm just using the inserted "Blast Powers" as examples, not as direct ports. There would certainly need to be melee versions created.Several points:
-Personally, I don't like that the set has pieces of the blast set. No current melee set does this so why do this with Radiation melee?
Quote:-It has Build Up. Meh. What was the last set we got that had Build up? Why not something unique and thematic? What does radiation do that could be more thematic than just 'powering up'?
Quote:-The set has nothing unique about it. It's copying the formula of other sets (not a bad thing) but has nothing that sets it apart. No new-ish mechanic, no recycling of a rarely used mechanic to a different effect, no secondary effect that truly gives the set direction.
Quote:That's just my opinion though. When I read ideas, I tend to say in my head 'can this be done with what we have'? AFAIC, if you want a 'radiation melee' set, you can always take Energy Melee, use the dark version, color it the way you want and use the atomic aura. It even has a thematic secondary effect of stun (way more thematic than energy, since energy is about knockback not stun).
Quote:You could have unique ideas thrown into the set to spice it up and entice people to pick it up, either with a special kind of 'Build up' type power or with a cool/thematic/new secondary effect. I could totally see a new type of effect like 'contamination' that basically 'spreads' its secondary effects to foes you didn't hit. You can even make the set single target focused with strong debuffing capabilities that way. Strongly debuff 1 guy and all his buddies are suddenly feeling the sickness of the 'contamination' effect.
Just my thought though. YMMV -
Hm...
I'm fairly sure that my Fire/Fire tank has already done the Peebles arc. Her mission bar was fully blue, and her comment when I talk to her was that "I've cleared her out of missions". This toon's been around for about 4 years so it's been a while since he'd done the Striga mission/arcs.
So I ran the Ouro arc out of curiosity and at the end received "The Wedding Band". 2 hour time limit, 30% resist to all.
Hm..... -
Here:
http://boards.cityofheroes.com/showt...ghlight=respec
and here;
http://boards.cityofheroes.com/showt...ghlight=respec
and of course here;
http://boards.cityofheroes.com/showt...ghlight=respec
and another one here:
http://boards.cityofheroes.com/showt...ghlight=respec
and yet again another one... here.
http://boards.cityofheroes.com/showt...ghlight=respec
and have you seen this one here?
http://boards.cityofheroes.com/showt...ghlight=respec
and of course my favorite because a few folks thought I was being serious....
http://boards.cityofheroes.com/showthread.php?t=224711
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Nuclear Medicine, aka Warboss, has been "bugging" me in a joking fashion to come up with a Radiation Melee set for a couple of months now. So I decided to "bite". Below I have three different ideas/versions of Radiation Melee. You'll see how things evolved from the original to the latest version. But we'll start with the first iteration.
Looking at the current melee sets in the game I felt that "Spines" was the powerset that gave a nice basis/template for Radiation. I liked the idea of DoT that's associated with the set and figured it would translate well to Radiation.
With that in mind, I took the Spine's set, changed the Toxic Dmg to Energy and changed the -spd/-recharge to -def. Looking at Radiation powers/attacks that already exist in game I used them in the Tier where their description fit best. I'm not stating that the current power would be used as it exists in game, just using them as examples. Damage, endurance costs, and recharge times would have to balanced across the board. This has also been rearranged into a tank melee layout.
Radiation Melee Ver. 1
- Tier 1; Melee, Minor DMG (Lethal), DoT (Energy), Foe -DEF
- Tier 2; Contaminated Strike - Melee, Moderate DMG (Energy/Smash, Foe Knockdown) Foe -Defense
- Tier 3; Irradiate - PBAoE, Moderate DMG (Lethal), DoT(Energy), Foe -DEF
- Tier 4; Taunt - Ranged, Foe Taunt, -Range
- Tier 5; Radioactive Smash- Melee, High DMG (Energy/Smash, Foe Knockdown), Foe Disorient, -Defense, -Fly
- Tier 6; Build Up; Self +DMG, +To-Hit
- Tier 7; Toggle: PBAoE, Minor DMG (Lethal), Foe -Def
- Tier 8; Melee (Cone), High DoT (Energy), Foe -DEF
- Tier 9; Electron Haze - Close (Cone), Moderate DMG (Lethal), DoT (Energy), Foe -DEF
Looking at the original conversion I didn't think the Tier 7 would fly as is and plugged in Neutron Bomb in it's place. Since Neutron Bomb in the game is a ranged version I would change it to be a PBAoE for the melee set, hence the "Converted". It could also have it's range shortened so that it was similar to Electric Melee's "Thunder Strike" power and become it's own Melee(Targeted AoE) instead of a PBAoE.
Radiation Melee Ver. 2
- Tier 1; Melee, Minor DMG (Lethal), DoT (Energy), Foe -DEF
- Tier 2; Contaminated Strike - Melee, Moderate DMG (Energy/Smash, Foe Knockdown) Foe -Defense
- Tier 3; Irradiate - PBAoE, Moderate DMG (Lethal), DoT (Energy), Foe -DEF
- Tier 4; Taunt - Ranged, Foe Taunt, -Range
- Tier 5; Radioactive Smash - Melee, High DMG (Energy/Smash, Foe Knockdown), Foe Disorient, -Defense, -Fly
- Tier 6; Build Up - Self +DMG, +To-Hit
- Tier 7; Converted Neutron Bomb - PBAoE, Moderate DoT (Energy), Foe -DEF
- Tier 8; Melee (Cone), High DoT (Energy), Foe -DEF
- Tier 9; Electron Haze - Close (Cone), Moderate DMG (Lethal), DoT(Energy), Foe -DEF
After bouncing the idea back and forth between Warboss and myself we finalized on something that no longer resembled Spines, but now closely resembled Fiery Melee. The overall DPS of this version would have to be balanced so that it didn't replace Fiery as the best dmg set.
Radiation Melee Ver. 3-12-2011
- Tier 1; Melee, Minor DMG (Lethal), DoT (Energy), Foe -DEF
- Tier 2; Contaminated Strike - Melee, Moderate DMG (Energy/Smash, Foe Knockdown) Foe -Defense
- Tier 3; Irradiate - PBAoE, Moderate DMG (Lethal), DoT (Energy), Foe -DEF
- Tier 4; Taunt - Ranged, Foe Taunt, -Range
- Tier 5; Radioactive Smash - Melee, High DMG (Energy/Smash, Foe Knockdown), Foe Disorient, -Defense, -Fly
- Tier 6; Build Up - Self +DMG, +To-Hit
- Tier 7; Electron Haze - Close (Cone), Moderate DMG (Lethal), DoT (Energy), Foe - DEF
- Tier 8; Converted Neutron Bomb -PBAoE, Moderate DoT (Energy), Foe -DEF
- Tier 9; Cosmic Burst - Close(Single Target) , High DoT (Energy), Foe -DEF
So, what do you guys think?
Do you like the idea of basing Radiation Melee off of Spines?
If not Spines, what other current melee set?
Are you ok with the third version being very "Fiery Melee"?
Which of the three versions do you think fits your concept of Rad Melee better?
If you think one version is "overpowered", how would you change it up to make it balanced?
Mixing and matching what's here, how would you put a Rad melee set together?
Any constructive feedback is always appreciated. -
That explains the lump on the side of your head....
If that's something you want to do, please mention it as folks are gathering for TT, especially if it's something you want to lead. The nice thing, from what I understand, is that you can earn the Wedding band temp power over again once it's run out. -
HERE is something you might want to suggest instead.
Adding to Port Oakes a new GM; "Visage of Merulina", an Avatar of the Coralax Goddess Merulina, who has come to destroy the surface dwellers who are poisoning the oceans of the planet. -
This comes across as a "wambulance" suggestion.
There is nothing wrong with having multiple Paladin spawns.
Advocate for something to be added/changed red side instead of whining that blue side has something better and should be hamstrung because "red doesn't get anything as good". -
IOs do make Dark Armor really nice. My Dark/Dark tank, while not fully IOed runs 10 toggles and rarely uses Dark Consumption for end recovery. And that was before she got her incarnate slotted.
Once I get the tank fully IOed I'll be soft capped to S/L and in the 30's on E/Neg. Even currently with s/l defenses in the upper 30s I can survive quite nicely.
First advice is to get Dark Regeneration and slot in the Theft of Essence; Chance for End proc. I've had the proc go off on multiple targets and not only fill my green bar, but my blue bar as well.
Second bit of advice is go find Dechs Kaison's "Dark Armor sucks" thread. It was pre i19 if I recall, but he's got a Dark/Fire tank soft capped to S/L/E/Neg build in there that you can take a look at.
Thirdly, if you haven't already read Jebe the Pirate's dark armor guide. He also has some very nice pointers/suggestions there.
Fourthly have fun with DA. It's not as bad as some, cough, cough, cough, (Je_Saist), thinks it is. -
My original though was that the -res would last long enough for the next attack or two. Not making it feel mandatory to have a specific order of attacks to gain the full benefit, but to try and create a "loose" order. The "Tear Down" effect should last the normal Build up time length I would think.
I doubt it's feasible with the current game mechanics, but it might be interesting if you could have -6% res for two seconds, -4% for the next two, -2% for the third two seconds. So over all the -res would last 6 seconds, but would diminish over time. I'm not saying the 6% should be the number, just using it to create an example.