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The tanks on that all tank Kahn were Ko Oni II (myself), Rock of Ages, Blu, Gwilthor, Dark IronKnight, Squishi, and Swift Death.
Thanks again to everyone for sticking it out to the end. -
Quote:Yep. It's that time of the month again...
Tanker Tuesday
When?
Tuesday, February 8th
9 PM Eastern (8 PM Central, 7 PM Mountain, 6 PM Pacific)
Where?
Kings Row at the Independence Port Gate
Rule #1: We ALWAYS talk about Tanker Tuesdays!
Rule #2: WE PROMOTE TANKER TUESDAYS!
Rule #3: If it's your first time at Tanker Tuesdays, you have to tank!
Rule #4: Follow the tank.
Fixed that for you. -
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Isn't there supposed to be a Brutal Monday tonight @6pm pst/9pm est? Usually meeting in the RWZ just outside the base? Is Nuclear Medicine, aka Warboss slacking on announcing this?
Questions, questions, questions! -
I knew I was forgetting something. I'm not sure I should/would take the -regen as far as you'd like Dechs, but I think going with 5%-30% for the range on the debuff still makes it more helpful without going too far.
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Thanks everyone for the feedback so far.
So right now I'm planning on removing some, if not all the -recover/-end debuff resistance. I'm still not sold on removing the psi resist. I'll probably add in taunt to Radiation Haze. I probably should have included that originally.
It's been suggested from conversations I've had in game that I should have allowed Radiation Cloud to take hold IO's. I might add that, but I still wouldn't allow the ability to add hold sets.
Madadh, what powers would you remove the ability to take Set IO's in, and more specifically why?
Any other thoughts? -
Quote:Only Electric Armor gives 35% s/l. Fire, Dark and even Willpower are 30% s/l. Now Invulnerability is 45% s/l, but that's a different kettle of fish.- Overall resilience. It's only 30% S/L resistance unslotted - most resistance sets give 35% for tankers. Similarly, Energy is 30%, Negative is 25%, and Psi is 20%. While there is some good control and healing, it's covering lower overall mitigation.
- Endurance consumption. Two agressive toggles (one a toggle hold). Three self-buff toggles not including MA. And MA will only be giving you the full +recovery effect when a spawn full of guys are wailing on you. Against a hard target, you're going to have to take steps to make sure you don't run dry, and even with MA saturated you're probably going to find yourself low on endurance pretty regularly.Sure, you're well-protected against -Recovery debuffs, but that doesn't help if you're the one draining your bluer bar.
That's just at first glance. I'm sure Rangle has some other things I haven't thought of. -
Quote:Since the main resist of this set is focused on Toxic resistance I didn't include Healing Flames' Toxic resist on the "clone". I was looking more at the recharge/healing portion.I'm looking at this and thinking that the healing flames based heal is kinda overkill for the toxic resistance since it is stackable. I know my healing flames can stack 3x so that is adding a 60% resist bonus to my toxic, My main question though, besides this build being resistance focused, what is the primary weakness aimed towards?
EDIT:
On the positive side, I like that it is so different and how you incorporated AM.
Beyond the higher Toxic resist I've keep the rest of the resists either in line with the other sets, or weaker making it more of a jack of all trades but master of none. Even the toxic resist I've gone with is less then the numbers Fire, Cold, and Elect can get in their "specialty". I'm not even mirroring Dark which has good resists in Neg and Psi with how I've divided up the resists here.
I also think there will be a bit of an seesaw going on with Metabolic Absorption's rec/rech/dmg bonuses and the holds in Radiation Cloud. The better the holds work, the less you get attacked and the less rec, rech, and dmg you'll be getting. So just having critters surrounding you does not guarantee you'll be getting that buff, like RttC, AAO, Invinc, etc. They have to be attacking you for it to buff you. -
Is the results of your alchemy based on chemistry, aka scientific knowledge, or because of some infusion of magic? Would your character view the alchemical results as a magical, or scientific/technological? Depending on the characters point of view, you could go either direction.
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Nothing major, but I found it interesting that I couldn't save my Brute as a "Hero". Every time I reloaded the build it would revert to the Villain "settings". Not sure if this was occurring before this morning's update.
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Running through things for a quick first look this is how I'd change your build up. There's a little give and take, but see if this looks reasonable to you. If nothing else it might give you some ideas.
Hero Plan by Mids' Hero Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Shatter-Starr I19: Level 50 Mutation Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Kinetic Melee
Power Pool: Flight
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Medicine
Hero Profile:
Level 1: Temp Invulnerability- (A) Reactive Armor - Resistance/Endurance
- (3) Reactive Armor - Resistance/Recharge
- (3) Reactive Armor - Endurance
- (5) Reactive Armor - Resistance
- (A) Kinetic Combat - Accuracy/Damage
- (5) Kinetic Combat - Damage/Endurance
- (7) Kinetic Combat - Damage/Recharge
- (7) Kinetic Combat - Damage/Endurance/Recharge
- (48) Crushing Impact - Accuracy/Damage/Endurance
- (A) Kinetic Combat - Accuracy/Damage
- (11) Kinetic Combat - Damage/Endurance
- (13) Kinetic Combat - Damage/Endurance/Recharge
- (15) Kinetic Combat - Damage/Recharge
- (17) Crushing Impact - Accuracy/Damage/Endurance
- (A) Mako's Bite - Accuracy/Damage
- (17) Mako's Bite - Damage/Endurance
- (21) Mako's Bite - Damage/Recharge
- (29) Mako's Bite - Accuracy/Endurance/Recharge
- (46) Mako's Bite - Accuracy/Damage/Endurance/Recharge
- (46) Mako's Bite - Chance of Damage(Lethal)
- (A) Freebird - +Stealth
- (A) Aegis - Resistance
- (9) Aegis - Resistance/Endurance
- (9) Aegis - Resistance/Recharge
- (11) Aegis - Psionic/Status Resistance
- (A) Mocking Beratement - Taunt
- (29) Mocking Beratement - Taunt/Recharge
- (33) Mocking Beratement - Taunt/Recharge/Range
- (34) Mocking Beratement - Taunt/Range
- (34) Mocking Beratement - Recharge
- (A) Luck of the Gambler - Recharge Speed
- (13) Luck of the Gambler - Defense
- (A) Doctored Wounds - Endurance/Recharge
- (15) Doctored Wounds - Recharge
- (36) Doctored Wounds - Heal/Recharge
- (36) Doctored Wounds - Heal/Endurance/Recharge
- (A) Accuracy IO
- (A) Luck of the Gambler - Recharge Speed
- (19) Luck of the Gambler - Defense
- (19) Luck of the Gambler - Defense/Endurance
- (21) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Gaussian's Synchronized Fire-Control - To Hit Buff
- (33) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (33) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
- (37) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (37) Gaussian's Synchronized Fire-Control - Recharge/Endurance
- (A) Reactive Armor - Resistance/Endurance
- (23) Reactive Armor - Resistance/Recharge
- (23) Reactive Armor - Resistance
- (27) Reactive Armor - Endurance
- (A) Luck of the Gambler - Recharge Speed
- (25) Luck of the Gambler - Defense
- (25) Luck of the Gambler - Defense/Endurance/Recharge
- (27) Luck of the Gambler - Defense/Endurance
- (A) Explosive Strike - Damage/Knockback
- (40) Explosive Strike - Chance for Smashing Damage
- (50) Explosive Strike - Accuracy/Knockback
- (A) Eradication - Damage
- (39) Eradication - Damage/Recharge
- (40) Eradication - Accuracy/Damage/Recharge
- (40) Eradication - Accuracy/Damage/Endurance/Recharge
- (48) Eradication - Chance for Energy Damage
- (50) Eradication - Accuracy/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (31) Luck of the Gambler - Defense
- (31) Luck of the Gambler - Defense/Endurance
- (31) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Steadfast Protection - Resistance/+Def 3%
- (A) Thunderstrike - Accuracy/Damage/Endurance
- (39) Thunderstrike - Damage/Recharge
- (39) Thunderstrike - Accuracy/Damage
- (42) Thunderstrike - Damage/Endurance/Recharge
- (42) Thunderstrike - Accuracy/Damage/Recharge
- (42) Thunderstrike - Damage/Endurance
- (A) Crushing Impact - Accuracy/Damage
- (43) Crushing Impact - Damage/Endurance
- (43) Crushing Impact - Damage/Recharge
- (43) Crushing Impact - Accuracy/Damage/Endurance
- (45) Crushing Impact - Accuracy/Damage/Recharge
- (A) Aegis - Resistance/Endurance
- (48) Aegis - Resistance
- (50) Aegis - Resistance/Recharge
- (A) Gladiator's Armor - TP Protection +3% Def (All)
- (A) Interrupt Reduction IO
- (A) Interrupt Reduction IO
Level 1: Brawl- (A) Accuracy IO
- (A) Empty
- (A) Recharge Reduction IO
Level 4: Ninja Run
Level 2: Swift- (A) Flight Speed IO
- (A) Jumping IO
- (A) Regenerative Tissue - +Regeneration
- (45) Numina's Convalescence - +Regeneration/+Recovery
- (45) Miracle - +Recovery
- (A) Efficacy Adaptor - EndMod
- (34) Efficacy Adaptor - EndMod/Recharge
- (36) Efficacy Adaptor - EndMod/Accuracy
- (46) Efficacy Adaptor - EndMod/Endurance
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I think you can achieve your goal without having to get the Glad and without slotting any of your defense/resist sets with more then 4 slots. Hopefully making your attacks more helpful and efficient.
What I don't get is your putting the Miracle and Numina's Unique IOs in Aid other and Aid self. You're not going to get a continuous benefit from them unless you plan on clicking aid self/others every two minutes. Is there a particular reason for placing the Uniques there? -
I started to look at your new build and it looked fine enough... until I saw you didn't take the damage aura.
Given the choice between Cloak of Fear or Death Shroud, Death Shroud will always win. You're damage aura, properly slotted, will provide around the same over all damage as your hardest hitting power. Yes it's does a small amount of dmg per tick, but as a tank you're going to be surrounded by critters and those small ticks add up tremendously.
You really should reconsider taking Death Shroud. -
Quote:By playing the game anything we do related to the game becomes possession of NcSoft, including characters, character bio's and costuming etc. By posting this on the COH forums, the idea becomes "property" of NcSoft. Should the dev's somehow think I'm somewhere close to a good idea here, I'd be happy to let them steal, er use the idea for a new set.One problem with making a thread like this. It guarantees that they will never make a powerset like this. Copyright issues. You should add a disclaimer giving carte blanche to Paragon studios giving free use misuse for anything based on or inspired by this thread.
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Quote:All sets have to be balanced to SO builds. Even though a good portion of the players do use IOs, I believe a greater portion of the player base do not create IO builds like a lot of the forum goers do. If you start creating new sets based on IOs, then they'd have to go back and nerf all the other sets to match the new ones to keep "the balance". Somehow I don't think that would happen.I like the concept a lot. I definitely think a couple more sets are needed for tanks (and a few other ATs too).
That said, I think it's fairly overpowered as written. Maybe not in a purely SO world, which the devs claim to balance everything around, but we all know it's not a pure SO world any more. Maybe if some of the powers had huge end costs, such that all the toggles just can't ever all be run at once (at least not and still attack) or if a lot of the powers didn't take set IOs, only generic IOs, it could work and be balanced, but not if the powers have more normal endurance consumption rates. The heavy Endurance solution probably wouldn't work, as that would make the set all but unplayable with SOs and a nightmare pre SOs.
To address your specific questions..
A. Probably not, but not because it's uninteresting, but mostly because I'd be expecting a huge nerf to change the set up a lot, so I'd just wait. If you mean would I play a radiation themed set at all though, for sure!
B. Nope.
C. I think I'd change it from toxic to energy, in every place, as that fits the theme better, and would make it less overpowered. The tier 8 should probably be a Quickness clone, or a Fury-esque thing, or a QR clone, but not all 3 in one power. If it is going to be all 3, it should be a long recharge click, maybe even with a crash. The tier 9 should be just a self targeted version of Mutation, not also a variant of Rise of the Phoenix on top of that. Maybe drop the Psi from the tier 4. That would probably be a great start.
D. (I know, you didn't have a D, but I'll use D to state what I really like) I love the -regen aura idea. Totally love that concept. Not sure what numbers would be best, but I think perhaps, like some powers a base set of numbers, plus more vs, Lts, maybe even scaling up higher for Bosses, then EBs, and AVs. I'd probably not want the top end to hit AVs as hard as Lingering Rad, as I wouldn't want it to replace the support sets, but a hefty chunk would be fine.
E. Pretty much, yes. The tiers seem fine, and make sense.
F. Hard to say,and it would depend on how the other reworks happened.
G. I think I've covered this well enough elsewhere in this post.
H. They seem pretty good as is, but that also would be all dependent on how or what other changes are made.. Obviously if you made the tier 8 a Quickness, it shouldn't take End Mod stuff any more, for example. That said, each powers slotting make sense considering only that power alone in a void.
All things considered, I love the concepts, and some of the specific ideas (like the -regen aura) but don't foresee it coming soon without some major re-balancing. Of course, you did already say it's far from a final product, too.. I think that it may work better, and be easier to fit the theme and the direction you're trying to go in, perhaps as another regen type set, akin to WP, instead of being based on electric, but I don't know for sure.
Either way, good luck, and hope you find the input helpful.
Changing the dmg aura to Energy and making the Tier 8 a quickness clone would make it too close to Electric Armor and not quite as unique as I was looking for, at least in my mind. Although Rad attacks are Energy, I wanted to go with Toxic since no other defense set's dmg aura does Toxic.
The Tier 9 is more a combination of Soul Transfer and RotP, with Soul Transfer's minor dmg and RotP's stun. I could see changing the Rez dmg to Energy. RotP does much more dmg then I'm proposing.
As far as endurance costs, no, I wouldn't make the end cost on the lowside of things and was looking for feedback on what the collective "you" would think is appropriate.
The psi resist in the Tier 4, it is less then both Elec and WP's psi resist and it's really not all that large, but I'm not against removing it.
I am leaning towards taking the chance for hold out of the dmg aura and making it a chance for -def. As I mentioned before, the chance for hold was iffy to me anyway and I think the -def might be a better way to go.
Thanks for the feedback. -
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Quote:One thing I debated was whether to include the Choking Cloud "hold" in Radiation Cloud or not. I can certainly include the -def in the dmg/taunt aura, but the hold couldn't stay as well. Having both would probably be considered to much.Things I don't agree with or like:
-I think having both -regen and -def in the set is fine but I'd like to see the -def as part of the taunt aura.
-I think the -regen debuff resist is great and very thematic but I don't agree in including recovery or end debuff resists.
-I've never like splitting up the resist for the same type of damage in two separate powers, like RPD and TI in Invuln.
Suggest:
Maybe instead of the auto power and/or Particle Infusion heal, make it a BIG regen buff.
I can see losing the recovery/end debuff resistances.
It doesn't bother me dividing up resistances across powers. I think most of the defensive sets divide portions of their resists/defense across powers. Even Dark Armor's Negative Resistance is across two powers. Inv. does divide it up more then most.
My concern with a BIG regen buff is that it becomes too much like Will Power's Rttc, or Electric's Energize, which I was trying to avoid. -
Fixed the Gamma shield "allowed enhancements".
Hm... for some reason I had it in my mind that the -regen on Lingering was lower then that. I probably was transposing -500% to -5 in the back of my mind.
In Radiation Haze, would it make more sense to go with a -def, like Auroxis mentioned, or to up the -regen as Dechs suggested? Personally I would rather see the -def in a Rad Melee set. -
I'm not at home so I can't double check it, but I think that kind of -regen would outstrip the -regen from Radiation Emission:Lingering Radiation by a lot. As it is, even at 6%(stacked) it might be stepping on Controllers toes.
If I'm incorrect on this, plz let me know. -
Below is my original idea for a Radiation Armor set. To see how it's evolved, you can read version 2 of my Radiation Armor set here.
So yes, another darn Radiation Armor thread. After having a few conversations with other players in game and getting ideas stuck in my head, I put the initial idea for this down on paper. It's been bounced back and forth between myself and Nuclear Medicine, trying to refine my original idea into something more balanced. At this point I figured I'd throw this out to the forums for more feedback. The numbers included are based on Tank Modifiers. I tried to include variations on powers that already exist in game. I tried to make the whole set unique unto its own ( unlike my one attempt at a Force Field armor set a while back). This is by no means a "finished product". With that in mind please take a look at what's here. I do of course have questions for you!
A. Would you play this?
B. Does it seem balanced?
C. If something looks overpowered, how would you change it?
E. Do the tiers/tier positions make sense?
F. What kind of end cost would you assign to the powers?
G. What don't you like and why? And if you don't like something, what would you propose as an alternative.
H. Do you like/hate the enhancement slotting limitations? If not, how and why would you change them without it becoming overpowered?
- Tier 1: Alpha Particle Armor: Toggle-Self (variation on Ela's Charged armor) 30% s/l resist, 30% Toxic resist ; Takes Resistance sets, and the usual resist power enhancements; resist, end redux, and recharge.
- Tier 2: Radiaton Cloud: Toggle-PBAoE. (Variation on Choking Cloud/Mudpots) PBAoE damage/taunt aura. Instead of fire damage, toxic. Instead of Mudpots-Mag 2-2.3s Immob a Mag 2-1.15s hold. Still having -jump and -runspeed. ; Percentages for hold lower then Choking Cloud. 50% Mag 1, 30% Mag 2. Takes PBAoE enhancements, straight acc, dmg, end redux, taunt and recharge enhancements. Hold cannot be enhanced.
- Tier 3: Beta Particle Aura: Toggle-Self. (variation on Conductive Shield) 30% F/C resist, 15% Nrg/Neg, 35% Toxic.; Takes Resistance sets, and the usual resist power enhancements; resist, end redux, and recharge.
- Tier 4: Biochem Therapy: Toggle-Self ( 20% psi resist. Status Effect protection: Mag 13 to Hold, Stun and Sleep. Mag 10 to Kb/Ku. Status resist to Kb/Ku and Repel 10000%; Takes Resistance sets, and the usual resist power enhancements; resist, end redux, and recharge.
- Tier 5: Gamma Particle Shield: Auto-Self 15% Nrg Resist, 10% Neg Resist. Mag 13 Immob protection. 70% End debuff/-regen resistance.; Takes Resistance sets, and resist enhancements
- Tier 6: Radiation Haze: Toggle-PBAoE (Variaton on Cloak of Darkness) 5% defense to all. Unlike Cloak of Darkness, no Stealth or +preception. -regen on trgt (1%, stacks with self up to 6%) Taunt aura.; Takes Defense sets, and the usual defense power enhancements; defense, end redux and recharge.
- Tier 7: Particle Infusion: Click-Self. +Health. Regen recover debuff resist 50%, Recharge/runspeed debuff resist 40%. (Healing Flames variation); 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. Toxic 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.
Edit 2-16-11 added in Version 2 link. -
It's doubtful that Hibernate will ever have the no-phase removed. Since people had been able to make themselves nearly untouchable by bouncing between it, and the Power Pool: Phase Shift. It seems the devs felt it was necessary to implement the no-phase cool down to keep players from abusing the ability to nearly live in a phased state.
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Quote:See, what Dechs won't tell you is that Dark Armor has a big KB hole, leaving you vulnerable to being knocked up in RP.Quote:And Dechs won't tell you it because that "big" hole can be patched with just a couple of IOs. One Blessing of the Zephyr knockback protection in your travel power (or Sprint if you don't have one), and two Steadfast Protection knockback protections in the shields of your choice. Mag 12 KB protection covers almost all the resistible knockback and knockup outside of PvP. And non-resistible knockback is going to KB people with full knockback protection, too. Frankly, I think this is a little excessive, and stick with just the one Steadfast IO in my fire tanker, and accept that I'm going to get knocked over occasionally.
Also, I find damage auras make a very good means of contraception, if that's what you're worried about. Just say "Ow".
Pst. "Knocked up..."
RP ="Roll playing..."
eh hem...
Maybe Dechs' toon has been spending to much time in Virtue's Pocket D.