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Posts
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Quote:If the -resist was -10% resist sure.Almost reminds me of the Galactic Melee set I thought up and put in the powerset suggestion thread. The primary gist is completely different though; yours has a plethora of damage types that tactically destroys foe resistance while my set basically gave you base damage with the 'chance of' extra damage types.
I personally don't think your set is *that* overpowered but the -resist might be too much. Without the -res (except for maybe the BU replacement), it might be more balanced.
If the -resist was -2% would it really be?
Without numbers attached how can you really say if it's over/under powered.
Would changing it to -7.5% defense make it less so? Considering that's what Broadsword/Katana attacks do, but to all defenses.
Anyway, thanks for taking a look. -
Quote:But I've got a great Mickey Mouse armor set idea that I was going to post later....I think that swinging Goofy at your opponents would be fun! However, I think that unless you allow customization of it to allow people to use Mickey, Donald, or Pluto as well, you're going to hear complaints.
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example of pet macro from the titan wiki.
/macro getfunky "petsay_all <em dance>"
"getfunky" is the macro name
In your case it would be /macro name of macro petsay_name petname I am Mephisto, Lord of Hatred! if I recall correctly. -
While having a hard time sleeping the other night I had a very off the wall idea pop into my head for a melee set. By no means do I think this would ever be made, nor do I think it's balanced in any fashion what so ever. I did think that some folks might find it entertaining, or something to discuss. If nothing else, now that I've put it here I won't be thinking about it while trying to get to sleep.
I'm not sure exactly what to call the set, but "Elemental" might be the closest I can come up with. Anyway, the idea is that unlike Broadsword, Katana and a few other attacks that do -Def, I chose to do -Resist. Instead of a Build up adding in +DMG, +to Hit, I set it as -Def/-Resist PBAoE.
Hopefully someone will find this entertaining or amusing. If not, thanks for letting me take up a small portion of your day.
- Tier 1: Melee, Minor DMG (Lethal, Cold), -res Smash/Fire. Pseudo Frozen Fists.
- Tier 2: Melee, Moderate DMG (Lethal, Nrg), -res Neg. Think Havoc Punch or Energy Punch
- Tier 3: Melee, High DMG (Smashing), -res Lethal, -Fly. Stone Fist variation.
- Tier 4: Melee,(Cone) High DoT (Smashing, Neg), -res Nrg. Shadow Maul clone.
- Tier 5: Melee, High DoT (Fire), -res Smash, Cold. Incinerate clone.
- Tier 6: Taunt
- Tier 7: "Tear down", PBAoE -DEF all, -Resist All. Minor DMG(Neg)
- Tier 8: PBAoE, Moderate DMG(Smashing) Knock up, -Fly. PBAoE version of Lift.
- Tier 9: Melee, Superior DMG (Psi), Immobilize, -to hit. Midnight Grasp with Psi dmg vs. Neg dmg.
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Of the combination's I've played the most versatile ones were Grav/Storm/Primal, Ill/FF/Ice and Earth/Rad. My Bots/Dark MM doesn't quite make the cut here. Of the three above it comes down to a toss up, for me, between the Ill/FF and Earth/Rad, with the Earth/Rad having a slight edge.
One combination that I find intriguing and seem pretty versatile is Plant/Rad. Not having played one I can't vouch for it. -
If you go to the tailor there should be an option to make Cloak of Darkness less obtrusive.
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Two of the more popular global channels on Justice are Justice United and JFA2010. You can also find folks there as well.
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If I recall correctly the PP Elite do count towards the badge.
However, none of the AE mission critters count towards the general defeat badge(s). -
But you can only have ONE of the stealth procs in a build as it is a Unique IO.
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But it will only show up in the combat monitor as 675% since you start at 100% dmg.
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I was running my Earth/Rad Controller on a LGTF last night and experienced the same thing the OP did when I used RotP. Dead before the animation was finished. We were running even con on a team of 8 and clearing the last room for xp/shards.
Is it possible that the critters can target us before we rez completely? Considering that we can't "target" them before they've done so, would that be considered WAI or a bug? I know AoE attacks get around that, but it didn't look like AoE to me. Just an additional thought. -
Quote:Ok. It doesn't add to the damage bonus numbers, say like build up. So,if you're monitoring "damage bonus" it won't show. What it does do is acts like a pseudo pet and will add fire damage beyond what your power normally does. You should see that reflected in the combat logs.OK, you really have me confused now.
Your first sentence says it's not +damage.
Your second says it adds damage. Isn't that the same thing as + (add) damage?
And if it does add damage, why doesn't it show up in the combat attribute monitor?
And if it doesn't add damage, why does the power info say it does?
Taking something similar to Auroxis' example below, if I hit Build Up I'll see the damage bonus of 80% reflected in the combat monitor window. So taking that attack that did 200 pts of Smashing damage, it will get boosted to 360pts of Smashing dmg.
I'm not sure if Elf's numbers below are correct, but we'll use those for now. Should I hit Fiery Embrace the combat monitor window will only show a 0% damage bonus, but you'll be doing the 200 pts of Smashing, plus an additional 80% fire damage from Fiery Embrace. IF you hit Fiery Embrace and Build up then attack you'd be doing 360 pts of Smashing Damage plus an additional an additional 144pts of Fire Damage. Again, only Build Up's damage bonus would be reflected in the Combat Monitor window, but all the damage would show up in the combat logs. -
Fiery Embrace is no longer a +dmg effect. It adds fire damage on top of all your attacks for 20 seconds.
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For myself I'd be debating between SD/DM or Inv/DM for a hardcore
Tank. WP itself is nice in a lot of ways too.
Since you have a regular core group, maybe talk 1/2 the group into Shield Defense. Have anyone who doesn't have SD get Maneuvers ASAP, and the SD players grab Phalanx/Grant Cover ASAP. If respecs are allowed, have everyone grab Maneuvers ASAP and then later respec into Grant Cover etc.
On the same lines it would be entertaining to have an all WP/Regen group with everyone sporting Maneuvers. A few tanks, a few scrappers, and a few brutes having fun. -
It's certainly a different approach to building a resist set. There are common ideas between both our ideas, but different enough to set them apart. I'd originally gone with a click Mez on my first rough draft, but was talked out of it. Lots of folks don't like click Mezzes. On first impression, it looks like it would be an entertaining set to play.
Although it wouldn't allow for the flexibility between builds you're going for, could certainly tie in Bio, Rad or Chem to character origin. For example Bio could be tied to Mutation, Radiation could be tied to Science, Chemical to Technology as an example. Not saying you'd want to go that way, but you could. -
If anyone's interested in taking a peek at it, I've got a Radiation Armor idea thread going over in the Tank forums HERE.
Always happy to receive constructive feedback. -
Here's a new version of the idea. I've tried to take some of the ideas given and balance them in. As such I've added some things, taken away some things and changed a few things as well. I'm still not 100% sure I like where this stands, but I figured I should stop waffling and at least put something into the thread for folks to "chew on". Still undecided how to set end costs, but Papa's original suggestion will probably get incorporated. Hopefully this still comes across as mostly balanced set that folks would like to try out if it ever came to fruition.
Without further chatter from me, here's Radiation Armor Version 2:
Tier 1: Alpha Particle Armor: Toggle-Self 30% s/l resist, 30% Toxic resist ; Takes Resistance sets, and the usual resist power enhancements; resist, end redux, and recharge.
Tier 2: Particle Leak: Toggle-PBAoE. PBAoE damage/taunt aura. Minor toxic dmg, 5% resist debuff. Takes PBAoE and Taunt enhancements, straight acc, dmg, end redux, taunt and recharge enhancements. Like Bruising, the resist debuff does not stack.
Tier 3: Beta Particle Aura: Toggle-Self. 30% F/C resist, 15%E/Neg, 35% Toxic.; Takes Resistance sets, and the usual resist power enhancements; resist, end redux, and recharge.
Tier 4: Gamma Particle Shield: Auto-Self. 15% E, 10% Neg, 20% psi resist. Status Effect protection: Mag 13 to Hold, Stun and Sleep, Immob., Mag 10 to Kb/Ku. Status resist to Kb/Ku and Repel 10000%; Takes Resistance sets, and resist enhancements.
Tier 5: Radiaton Cloud; Hold for 2 sec, Taunt Aura. Percentage chance for hold lower then Choking Cloud: 60% chance Mag 1. Takes straight End redux, Taunt, and Hold enhancements.
Tier 6: Radiation Haze: Toggle-PBAoE 5% defense to all. Unlike Cloak of Darkness, no Stealth or +preception, 40% regen debuff resistance , -regen on trgt,(5%, stacks with self up to 30%) Taunt aura.; Takes Defense and Taunt sets, and the usual defense power enhancements; defense, taunt, end redux and recharge.
Tier 7: Particle Infusion: Click-Self. +Health. Regen recover debuff resist 40%, Recharge/runspeed debuff resist 30%. (Healing Flames variation, but no toxic resist boost); Takes Healing set enhancements, and straight heal, end redux and recharge enhancements.
Tier 8: Metabolic Absorption; Toggle- Self; (variation on fury mechanic/Accelerated Metabolism) +rec/+rech/+dmg. The more you're attacked your body chemistry alters itself to add Recharge and Recovery and a small damage bonus. Take AM's numbers and divide by 12 for the base start: .9% to damage, 2.5% to Recharge/movement and recovery. Max 12 attacks. ; Takes Endurance Modification sets, and straight end modification, end redux and recharge enhancements. Recharge enhancements do not boost the recharge the power gives to self.
Tier 9: Instant Mutation; Click-Self. (The ally rez altered to be a self rez. Energy Dmg- minor, Stun- Mag 4, minor -res on trgt. (5%) Like Soul Transfer must have targets to hit. Like Soul transfer 15.4% heal and 30 end on successful hit.; Takes Stun and PBAoE sets, and straight stun, dmg, acc, end redux, end modification and taunt. -
Quote:I hear where you're coming from Papa and I understand your concern from that stand point. I would like to point out that the Immob in Mud Pots, the Fear in Cloak of Fear, and the stuns in Oppressive Gloom don't seem to hurt Stone Armor and Dark Armor's ability to keep the pace going. I will say that if I keep the hold in, that I'd take it out of the damage aura and make it a separate toggle, like CoF or OG, allowing it to be skipped.I understand the theory of the hold in rad cloud and can understand the appeal.
Aside from my issue with it on brutes, I think it will lend itself to a slower playstyle. What I mean by this is certain sets like fire, electric maybe even dark lend themseves to a certain run around the room and gather as many spawns as the aggro cap will allow. Let them chase you to a spot, mass execution, repeat.
The hold mechanic means tick of damage, aggro, hold, no chase the tank (or brute) or at best a delayed chase.
You risk making a tank that plods from spawn to spawn or must taunt everything to them. I am not saying its a bad playstyle but it may not be the most popular. I personally like a slower pace that kills more and does not skip through maps, but I feel much in the minority on that scale.
The hold will effect more than your mitigation. It could really influence the pace at which that set plays, which I think would influence its popularity.
I would also like to mention that with the "chance to hold" I've listed, on average the most portion of the mob that would be held would be 80%, and that would be made up of mostly of Minions/Lts, with the occasional Boss. The length of hold itself lasts less then 2 seconds, allowing the critters more opportunity to move/attack then either CoF or OG's effects allow. Comparing that to Choking Cloud on a lvl 18 defender, which lasts for over 4.5 seconds, the duration I've listed is pretty short. Both CoF and OG's effects last more then 7 seconds at lvl 50 and are still over 5 seconds at lvl 18. CoF's fear can only be broken every 5 seconds by dmg. The hold is 1/2 as long as Mud Pots immobilize, so they'd be able to chase after the tank/brute/scrapper in fairly short order.
I'll try and get a revised design up tomorrow. Still trying to make adjustments/decisions based on the feed back so far. -
Do you already have a Stone/Stone tank, and if so what's your current build?
If you don't have one, put together a build using what powers you were thinking of using, and give us a direction for what you want. A good build for me doesn't necessarily qualify as a good build for you, or for anyone but me.
If you're familiar with Mids Hero Planner pull something together. If you're already playing a Stone/Stone, use Titan Sentinel to extract your build from the game and bring it into Mids. If you're not familiar with Mids I suggest you download it and play with it a bit as it's a great tool for build planning. Be aware that in the early morning hours both sites tend to be unavailable. -
Sounds like a new toon name; Necroposter! nvm.
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I hear what you're saying Papa, both with the end cost and the hold.
I was only looking at the end cost of the one power, not looking at all the end costs you'd proposed. If that was the only change, then yes the set is a bit end heavy. The current tier 8 power would/should help mitigate some of the end cost, but I'm not sure it would be enough. Still thinking about how to balance the over all end cost.
As far as the hold goes.... I'm not sure where to go with it. I think the set as designed needs some damage mitigation, which is why I've got the hold there. Something that wasn't the cold/fear/slows or stun from other sets. Even the -end/recovery from ELA can provide some damage mitigation.
There were several parts to my "thinking" about the hold. I couldn't have the Hold be as long as Mud Pots' immobilize, nor could I have the chance to hold as good/strong as Choking Cloud. I wanted something that could slow down the damage akin to Cloak of Fear/Oppressive Gloom and even Mud pots -recharge, but not be too powerful. This is why I hadn't included the option to enhance the hold.
A couple of thoughts about it.
- Maybe removing the chance for the Mag 2 hold would help with Fury generation.
- Maybe the tank version would take hold enhancements and the brute/scrapper wouldn't.
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Mudpots, which is what the Tier 2 is based off of is .78/s. So the Tier 2 on this should also be .78/s. To balance that I can see the Tier 8 being less, maybe .21/s.
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Prior to i19 going live, if you went to the edge of the Peregrine Island zone you would get zoned to Talos Island and appear at the Talos/PI ferry. Ever since i19 dropped I'll still get zoned into Talos, but the location is all over the place. Lately I've been zoned outside the war walls of Talos. I'd been meaning to post this right after i19 dropped, but I kept forgetting to get screen shots.
Example 1: If you look at the map you'll see where I'm at "in the zone"
Example 2: Looking at the "cardboard cut out's" we see beyond the war walls.
Example 3: Looking back at Talos Island longingly.
Anyone else having/seeing this issue? -
I admit I did start with Dark Armor and Electric Armor as the basis for this set. I went through and weakened portions of it so that it wasn't as strong as either of those sets. I changed things around to make it more interesting and unique. Heck, I don't think this would be as survivable as Dark Armor currently is, with the exception of toxic, but I could be wrong.
As a comparison to what I'm proposing, here are the un-enhanced base numbers I'm looking at from the other resist powers. I threw in Invulnerable for the heck of it. Invulnerable's defensive numbers do not include anyone in range. The Bold/Color was to try and make it easier to read, not to point out anything specific. If I've gotten any of the numbers incorrect, please let me know.
Code:Resist Base Values: Dark Armor: 30% S/L, 30% F/C, 20% E, 40% Neg, 20% Toxic, 50%Psi Fiery Armor: 30% S/L, 90% F, 20%C, 30% E/ Neg, 20% Toxic,0% Psi Invulnerability: 45% S/L, 20% F/C, 20% E/ Neg, 20% Toxic, 0%Psi Electric Armor: 35% S/L, 35% F/C, 83% E, 30% Neg, 0% Toxic, 35% Psi Radiation Armor: 30% S/L, 30% F/C,30% E, 25% Neg, 65% Toxic, 20% Psi
Code:Defensive Base Values: Dark Armor: 5% S/L, 5% F/C, 5% E/ Neg, 5% Psi, 5% M/R/AoE Fiery Armor: 0% S/L, 0% F/C, 0% E/Neg, 0%Psi, 0% M/R/AoE Invulnerability: 11% S/L, 11% F/C, 11% E/Neg, 0%Psi, 0% M/R/AoE Electric Armor: 0% S/L, 0% F/C, 0% E/Neg, 0%Psi, 0% M/R/AoE Radiation Armor: 5% S/L, 5% F/C, 5% E/Neg, 5%Psi, 5% M/R/AoE