Steampunkette

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  1. Quote:
    Originally Posted by Decorum View Post
    Heh, they're not "plug and play". It would require designing and balancing them for those levels. In other words, just like creating brand new characters. A lot more work than I imagine you think it is.
    Nope! I'm well aware of how much effort it took, before the advent of the MA...

    That's the same general interface the Devs use, for the most part. I don't have the link on hand, but I recall, plainly, a Dev commenting that they needed a GUI for the backend mission design and decided to spruce it up for players to use, too. Voila, birth of the MA.

    So yeah. They could, conceivably, construct enemies just like we do. There'd be some balancing required, but applying the powers and costumes are quick enough.

    -Rachel-
  2. New enemies!

    This solves the problem. put new enemies into the lower-level enemy groups with a level range of 45-53. Use them exclusively for the revamped TFs.

    The story works at any level range.

    -Rachel-
  3. Quote:
    Originally Posted by Elcadar View Post
    Why can't I search for missions from my iphone or droid? Why can't I find a good one and easily share to a friend's phone? There is no available API to the mission architect search system, except for in-game.

    Now if I could only share my characters photo through the same app... throw in some hero stats for bragging...now we're talking
    Because it takes time, resources, and effort to create such an application. This takes away time, resources, and effort from other development paths. Then include how many players have a Droid or iPhone as opposed to regular cell-phones or no cell-phone at all.

    Investment is greater than the Outcome.

    -Rachel-
  4. For my part it feels too much like a medieval assault. This isn't Elves and Dragons, but superheroes we're brushing shoulders with.

    I could get behind "King of the Hill" style assaults, sure. But a wall with hit points and turrets? The -players- should be the wall. That's what Tankers and (to some degree) Brutes are. Having an actual -physical- wall kind of pulls away from that mentality. It makes the wall the main focus and detracts from the impressive nature of the tanker fighting off a dozen foes at once. He isn't fighting them off in your scenario, he's distracting them from their main target, or punching them in the back.

    There's also storyline to consider. I'm not sure what Bill meant by commenting that it could be interesting, storywise... He'd have to explain it. But as it currently stands it sounds less like a super-heroic struggle and more like a siege.

    How about putting it into a semi-instanced zone with a Hospital, a Laboratory, and a government or military building? Make it a City zone with LoS blocking terrain features (houses, offices, vehicles) and have the invaders Rikti, Corralax, or Rularuu. Something of that nature,at least. Make it an actual -battle- in which the players are defending human lives and military or government secrets.

    No turrets, no wall, nothing of the sort. Players rely on themselves and their inherent ability to rock out on their foes. You'd probably wind up with flying or stealthed "Spotters" letting people know when the next wave is coming and where its heading.

    Make the players into the wall guarding something of intrinsic or inherent value. Make them the centerpiece of the Raid, not just the Participants.

    -Rachel-
  5. Steampunkette

    Pet-AI

    Quote:
    Originally Posted by Atago View Post
    It's no Secret that the Pet-AI is bugged. Sometimes the Pets use their Attacks in weird Ways, the pets run in when they aren't supposed to. They spread, run too far away etc.

    I think there is no easy way for the DEVs to fix the whole AI, but i got an Idea for some changes. Maybe they are easier to make and they will solve the Problems in many Situations:

    ATM the Stance overwrites the Follow-/Stay/-Goto-Commands. Though even if you give the Pets the Stay-Command and they are in f.E. Defensive mode they will move if their master is attacked. In Follow-Mode they break the Follow to attack NPCs etc. If there would be a Change that Follow-/Stay-/Goto >Stance most Problems will be solved.

    Example for Changes:

    1. Stay command-the Pets stay and don't move, doesn't matter in which stance they are. In aggressivemode they will still attack things in range and in Defensive they will still attack NPCs that attack their Master, but.....THEY WILL DON'T MOVE->they stay as the Command says.

    This little change makes the Things for all MMs and Teams with MMs inside much easier. Now you can really command your Pets, and hold them together if you like.

    2. Goto-sends them to a fixed Point where they go in Stay-mode. rest same as above.

    3. Follow- give it an additional option to choose from with a right Mouseclick-->
    Followrange 10ft
    Followrange 15ft
    Followrange 20ft
    Followrange 25ft
    Followrange none

    The Pet will attack Enemys in Defensive- and Aggressive-Mode, but will stay inside the Followrange. So if they follow a running NPC and leave f.E. the 25ft Radius they will turn and run back Or if the MM moves more than 25ft away they will follow. If you choose the "none" Option the Pets will behave same way as now and will run after Targets and kill targets, even if their Master is far away or moves away.

    3. Attack- Right Click Option-->
    Attack and Follow: They will attack the Masters Target, when the target is dead they switch to Follow-Mode.
    Attack and Open Fire: They attack the target and if it's killed they attack other Enemies around.(same as now)


    @castle
    Don't know if all of this is possible, but even if it would only be possible to change the Stay-Command in the describes Way it would be a big help for all MMs. I hope the One or Another of these Ideas is worth to think about it.


    P.S.
    It's would also be possible to give Goto-and Stay- some Rightclick-Options, too. Goto+Free Movement or Goto+Stay for Example or Stay two Options: Stay while you attack, Move while you attack.
    So each Command will have 1 Option where the Pets will behave as they behave now:

    Follow-Followrange None
    Attack-Attack and Open Fire
    Goto-Free Movement
    Stay- Move while you attack














    Some other Ideas for the Future:
    New Stance: Assistmode
    If you set the Henchmen to Assistmode they will assist the at this Moment targeted Player or Henchman. If no Target is selected the Pets will assist the Master. They will only attack the target the Player/Henchman/Master attacks if they assist. So you can easily assign them to you Bruiser or the Teamtanker or even to yourself if you provoke the Enemies and tank them.

    Henchman Powers: Turn On/Off
    If you rightclick one of your Henchman there will be a Option called Powers, there you have a list of the Powers. You can turn each of these Powers On or Off.

    Henchman-Different Powers
    OK, we can customize each Hero and Villain, each Weapon and each Power. Only the Pets look all the same and use all the same Powers. How would it be if the Pets will not only have their 5 Standardattacks, but 10. And in the Powermenue(see above) you can turn on only 5 of them. So you can customize your Pets and decide if your Pets will be more melee or ranged, more healer or debuffer. So maybe the Demons of MM1 will all go infight and defeat the Enemies with their Claws and the Demons of MM2 will all stay away and use ranged Attacks.
    Most of these ideas are awesome. Only some are implausible.

    Henchmen Different powers; Incredibly unlikely, since it would unbalance the sets as they've been designed and/or break the theme of the set.

    Assist Mode; Incredibly implausible, since in "Assist Mode" the henchman would be able to use only ranged attacks when assisting ranged characters. When attempting a melee attack MM Pets use the Follow command (keybind F normally) to enter into melee range and strike the target. If they are in Assist or "Target Through" mode they target an ally, rather than an enemy, and would follow the ally to attack the target. This means they'd often be outside of melee range when assisting an MM or Blaster type character. This would be a severe detriment to several of the MM Sets and an awesome boon for others.

    Just my observations. Though I'd like to note that I'd still like to see most if not all of these implemented.

    -Rachel-
  6. I'd like to make a very different suggestion...

    Set Based AoE Debuff or partial control on Assassin Strike's target.

    "Huh" is the obvious question. Allow me to explain.

    Make it so that, in addition to the normal percentage chance of a fear effect, a given Stalker powerset has a chance, or confirmed application of either a debuff or a partial control effect. For example.

    Martial Arts AoE Effect: Mag .5 Stun

    A Mag .5 stun won't stop anyone, by itself. But it can make it easier for other stunning attacks to affect a target. Like Thunder kick or Cobra strike.

    Dark Melee AoE Effect: .5 Fear.

    Might not terrorize the target instantly, but with other tools relevant to the set it could overcome a Boss's terrorize protection. Touch of Fear for example, or the Assasin Strike's own fear effect.

    Spines AoE Effect: -Recharge

    An Area splash of additional -recharge means less incoming attacks, very useful against small groups of targets and when combined with a Spines stalkers normal poisons.

    Electric Melee AoE Effect: Endurance Drain

    Potentially similar to a Sappers end-drain attack, three chances of 10 end per tick, perhaps?


    Whatever the AoE "Burst" effect tied to the Assassin Strike, it should compliment either one -control- power in the set or multiple -debuff- powers. As one is a hard "Out of the Fight" effect and the other is a war of attrition.

    -Rachel-

    *Edit* Actually... This change would, effectively, be meaningless... I'd like to withdraw it and, instead, suggest they be given a higher Damage Scale than Scrappers.

    Their lack of AoE damage means they'll be single-target killers and little else. Why make them weaker at it than most comparable AT by role when said AT can also out-damage the Stalker in AoE as well?
  7. This is really going to sound odd... But for my "Best" super-speeder I used Fire Blast and Fire Manipulation on a blaster. Then colored her flames to match her gloves and sleeves fairly accurately.

    Gave the very -loose- illusion of her fist hitting the target from a long distance, the idea being that she dashed to and from the target before the "After image" reached them.

    -Rachel-
  8. Quote:
    Originally Posted by SMerc View Post
    There's a Submarine on the Live Servers in Sharkhead with a smuggler standing next to it offering to take people to Paragon, if they're of a certain moral character.
    SMerc is right. Check it out. Submariner Janus

    http://paragonwiki.com/wiki/Submariner_Janus

    -Rachel-
  9. It should also be noted that our current plan involves street sweeping each zone en-masse all at once.

    We'll probably start in Sharkhead Isle, since that's where Vigilantes enter the Rogue Isles. Then head "Down" the level range of zones. Cap Au Diable, Port Oakes, then Mercy Island. Just so everyone can get their badges. Then, using the Black Helicopter Line, we'd return to Cap Au to crush the Arachnos Reinforcements on our way to the Ferry. From there we hit Nerva, then Martial, then Grandville.

    I think the easiest way to do it is split our forces and move in Circles around the Isles, to give each team a chance to make a full "Circuit" through all the badges and Arachnos Spawns in a given zone. Of course noone will complain if you smack some Marcones, Tsoo, or Circle on your way around. What do you all say to both Clockwise and Counterclockwise paths? Half the Invasion doing one, half the other. Whichever one you do in Sharkhead you keep doing in all other zones.

    I think this method will give players the best sense of a dynamic invasion of Heroes in the Isles by basically assuring that you'll always have players in the distance, at the least.

    -Rachel-
  10. Quote:
    Originally Posted by Makai_No_Falco View Post
    If I were you, I'd wait a few weeks until after GR comes out to do this event. I doubt it will be as simple as flipping a switch to change your alignment to vigilante. It might involve something as elaborate as a Task Force or rare recipes/salvage. It might take a while for people to change their alignments.
    So how about the weekend after launch? Say... Saturday or Sunday? That's 5 days to swap sides with only one character, for the vigilantes coming to the Etoille. And 5 days of doing nothing for the Heroes of the Isles just hanging around waiting. For the rogues it's 5 days of alignment shifting that, ultimately, aren't -needed- since Rogues and Villains both get to stay in the Isles.

    Heck! I'd be willing to run the event multiple times over the weekend as more players shift their alignments, if people would be up for it? Even multiple times in the same day!

    Speaking of which... What's a good time? 7-9pm EST?

    Also: Please spread the word to your friends lists and Global channels. We're going to need a lot of players for this. =-3

    -Rachel-
  11. Quote:
    Originally Posted by Elysienne View Post
    I really hate to be pessimistic but... nothing will change, if that's what the characters in charge want to effect. Why would I set a character of mine up for such a disappointment? I torture them enough on my own without that extra sense of impotence.
    Well... For that brief shining moment you know, without a shadow of a doubt, that you've just taken down every single Arachnos agent on the streets (Save the Player Arachnos agents). You've stood up and spat in the face of Recluse and all that he's ever believed in. You've shown the people of the Etoille that it -can- be done, if only for a moment.

    That someday, somehow, it will all end. Arachnos will fall and the Etoille will be free again.

    Quote:
    Originally Posted by Quinz View Post
    I'd have to counter this with an idea of PvP... My SoA is a loyalist to the isles and is in Arachnos as a Military Woman. She beleives it is meant to protect and serve and people taking them out specifically? I'd have to say we gather some loyalists that beleive Arachnos is doing good, even if the leaders should be replaced, to counter this act of 'terrorism'. XD
    Could easily be done as a Warburg based corollary? And since alignments don't matter in Warburg everyone can swing on everyone. Though we'd have to find out how interested people -are- in actually PvPing... Otherwise RP-PvP might be the only recourse with your SG or group aligning themselves against whichever groups they care to Text-Fight or set up in AE arcs.

    -Rachel-
  12. Yesterday afternoon my Hero in the Isles character Hardcastle was talking to a friend. They both noted the lack of impact they'd actually -had- on Arachnos in their careers in the Rogue Isles. And resolved to do something about it.

    Even as the leader of the SPEAR (Supers Protecting the Etoille Against Ruin) they had no impact on the day to day lives of the citizenry, no matter how many times they saved or protected them. The problem is, was, and will be the same: Arachnos.

    In response to this, Hardcastle is trying to organize a massive in-character event! The Rogue Isles Invasion: Arachnos Assault.

    The current plan is to rally Heroes turned Vigilante, Heroes in the Isles, and Rogues the Friday after Going Rogue launches in Sharkhead Isle at the Submarine where Heroes make their entrance into Paragon. Divide into "Strike Teams" of 4-8 members, and Street-Sweep the Etoille from end to end.

    This would give the various Badge-Hunters a great reason to go Vigilante and assault the Isles, it would have an interesting impact on the server roleplay, and be a massive event for all to remember. The Devs have dropped the rikti, Zombies, Rularuu, and Supernatural events on our heads for years. I think it's time we had an invasion.

    What do you say?
    -Rachel-
  13. Steampunkette

    GR Release Date

    Quote:
    Originally Posted by Steelclaw View Post
    Girlfriend: The Closed Beta Version of "Wife"
    Before anyone asks: There is no open beta.

    If an open Beta is announced for the "Wife" product, something is seriously wrong and you should, immediately, opt out of the closed beta. Even if you pre-purchased.

    -Rachel-
  14. Quote:
    Originally Posted by Flea_Mark_Evil View Post
    So...your pet peeve is the fact that people alt?

    Hot damn, that's hilarious.

    Fun fact - people alt. People RP the traits of one alt being pretty much the same as another, just a different variant. Things such as weapon mastery, pyrokinesis, cryokinesis, dimensional warping, magic etc. It tends to make sense. Now if someone jumps from a completely different set of powers to another without any reason? Then you may have a point. But power customization has gone one hell of a distance for that.
    I think, Flea, he(she?) is referring to people whose bios contain only "Same as (name)".

    I can't read "(Name)'s" bio right now, since you're not on him. So what the heck does "Same as (Name)" mean to me? I have the same pet peeve when that's the entirety of the bio.

    Characters who RP soul-stealing or killing every NPC they come across. Yes. I get it. You're evil. But when we fight Romulus Nictus in the last mission of the ITF it will make no sense if you sucked out his soul and defiled his corpse in the next to last mission of the ITF.

    I don't think Godmode characters count as a pet peeve so much as poor roleplay.

    Mary Sue? Same as Godmoders.

    Characters who have no backstory other than horrific violent bloody pain and suffering forever and always. Mom died when they were born, Dad beat them, uncles and aunts hated them, school bullies pummeled them, police brutality, casual referral to being held prisoner for weeks by a brutal offender... no good events in their entire life, ever. Ech.

    People with copy-pasta combat calls. I get it. You shout "I will defeat you, $target!" to everyone you attack. I don't need it scrolling my chat. I met a guy RPing a fairly blatant "Beast" ripoff who had 6 or 7 keybinds of actually fairly funny and witty one-liners. But he hit them over and over again to signal each of his attacks. VERY annoying.

    People who can't look past the NPC text and accept that I can, do, and will continue to RP heroes in the Rogue Isles. Even after Going Rogue launches I will have "Vigilantes" and "Villains" running around the Etoille fighting crime.

    These are a few of my least favorite things! XD

    -Rachel-
  15. Quote:
    Originally Posted by Primantiss View Post
    Tanks could get more Defense/Resistance resists
    Scrappers/Blasters/Brutes/Stalkers could get Resistances to -dmg and -to-hit, etc.
    Probably this... And maybe an all AT slow resistance as well?

    As for it being Team Oriented... It's a support set on the concept of altering other player's powers directly. Playing to the whole team's strengths. Unlike, say, a Cold Dominator who throws of Ice Shields that really won't help the teammate with incredibly high defense, or the Sonic who's shields won't help the Invuln tank much at all.

    By making it an individualized buff you make it attractive to all teams, which Support sets -generally- work best with. No offense to the various Solo Defenders, but a Defender on a Team gets far more bang for their buck on their powers, generally speaking.

    -Rachel-
  16. Multi-Alignment Supergroups.

    Hero, Villain, Rogue, Vigilante. Why should it matter which alignments are in the group? Let all the Alignments walk into all the supergroup bases, too

    -Rachel-
  17. Quote:
    Originally Posted by Arctic_Princess View Post
    Very interesting - I especially like the power that grants the equivalent of small insps as a buff, dependent on AT. And the inverse Build Up debuff.

    I'd say this isn't a strong Mastermind Set, due to the game AT basis of the powers (as opposed to henchmen). It would need a rework to fit with the notion of enhancing the henchmen, alongside heals/debuffs/buffs of Mastermind Secondaries.

    It has a feel of 'Luck' and 'Chance' about it. Perhaps Chaos Manipulation? The visual effect of butterfly wings as certain powers are activated (akin to Dual Pistols and the 'doves') could be neat.

    If the Cosmic Chance ability were to bestow one of the HEAT bonuses to a teammate, I say make it random. Also, it would need to apply a stacked bonus for the HEAT that is affected by this power.

    Interesting, certainly.
    You're probably right on the MM thing, but it could also be changed to work with them more specifically, too.

    Chaos Manipulation..? Maybe. That'd be up to the Devs, I guess.

    And it would certainly "Stack" with Cosmic Balance or Dark Sustenance!

    -Rachel-
  18. Quote:
    Originally Posted by Shadowclone View Post
    I want that teleport set! Combat teleporting is something I've wanted for so long. What I'm wondering is how these would be introduced?
    Probably as an "EAT" for Praetorians, if anything. Unlocked by hitting 20 or perhaps doing an Alignment mission. But they should be open to both Heroes and Villains equally.

    Quote:
    Originally Posted by DrMike2000 View Post
    First off, I think you're spreading things a bit thin by making two powersets for each travel type, and making each one a separate archetype.

    My own designs, which im still writing up, was to make each travel type a defensive set for melee-ers, because of the wider range of concepts that that invites. Teleporter with sword, leadping martial artist, leaping Dark melee demon, flying guy who fights at close range with fire, etc. What you've laid out here is more like 4 epic archetypes.
    Actually I designed it as four separate ATs so they could each have a unique feel to them. Making them into "Scrapper with Travel" as you've described, to me, feels less like making a Speedster and more like making a weak scrapper. You're going to lose some defensive ability by throwing in travel powers, making them move more slowly. You also fall into the hole of not making the character -about- the travel power, but instead just someone who uses it more than average. Besides: There are enough "Defense" powersets in the game already.

    As for making the two powersets: It was simply the best way to represent the multiple uses of a travel power adapted by those who use them. The Flash, for example, does tend to use control effects mingled in with his Superspeed attacks. Without accounting for that sort of ingenuity you take out a large chunk of what it is to be a Speedster.

    Quote:
    Originally Posted by DrMike2000 View Post
    But, I feel that in practice the set might be too gimmicky. Its hard to visually describe something like Terminal Velocity or your Tier 9 Dimension Shift in a way thats going to be watchable again and again, and not get bogged down in animation times.
    How about having the effect drop 5 "Pets" each throwing of an attack, none of them throw off actual teleport effects, but a Teleport animation envelops the target for each leg of the "Journey" which are all spaced out over the course of a few fractions of a second? Fire goes off first, then Ice .2 seconds later, the Energy and Negative Energy, and finally Toxic, all dropping their damage .2 seconds after the last one. Full animation time of the power is only 1 second. The player Animation is anyone's guess...

    Quote:
    Originally Posted by DrMike2000 View Post
    How would Scramble look? Just a Teleport flash around the target and they're stunned?
    Probably. Whatever "Teleport" effect is used scales to the target's size to obscure them, completely, and likely vanishes a moment later. Perhaps give it a "Flash" of red right in the center to show that "Something Went Wrong" in that teleport?

    Quote:
    Originally Posted by DrMike2000 View Post
    Terminal Velocity would required flash and vanish on the target, followed by appearance of something like those travel tubes in the Shadow Shard or a mid-air hole that then rag-dolls them into the ground from above. You could fit all this into a couple of seconds I guess.
    Actually my idea was to have the flash appear, a short duration "Hold" effect to take over the target with them animating as curled into a ball inside the "Bamfing" effect which rises up like Lift used to, then they ragdoll downwards at the end of the effect with a quickness, probably fast enough to make them bounce.

    Quote:
    Originally Posted by DrMike2000 View Post
    For a Defensive secondary, I'd ditch the idea of trying to make a support set from the concept of teleportation and make it more of a personal protection and misdirection set.

    I'm in love with the idea of a click teleport power that provides +Def, you've got that there.
    Bamf around to confuse the enemy and stay one step ahead. I also think that confuse could play a large part in this idea, as enemies shoot each other trying to hit you, thats a very Nightcrawler thing to happen. Maybe a low probability Confuse aura, kind of like World of Confusion but with much larger radius.
    You would be using confuse in two quite different ways here (Warp and these ones)...

    I've got a similar idea for Team Teleport to yours, also with a +Def to allies and a minor confuse PBAoE at the point of impact as the enemy try to react to your sudden presence in their midst.

    Remove could be very interesting as a toggle. I guess it could work like Repulsion Field but applies a flash and brief period of invisibility to the targets. That would look pretty cool, but I'm not too sure how popular Repulsion Field is. (I like it)
    Too early in the day to respond! But I think it's potentially right that the set should change from Support. Problem I had was making "Teleport Toggles"

    -Rachel-
  19. This is a Buff/Debuff powerset suitable for Defenders, Controllers, Corruptors, and Potentially Masterminds. It focuses on the concept of a character who enhances their allies inherent abilities, rather than a static increase, and who destroys their enemy's ability to resist.

    Tier 1: Boost

    Single Target click heal, grants 12.5HP healing to the target and 2 end.

    At 75% HP and below the healing component increases by 1% per percentage point below 75% but stops increasing at 25% total health (50% healing bonus) power scales as "Healing Aura" to 133.86HP base at level 50 for a Defender.

    At 60% Endurance the granted bonus increases by 1 per 15% below 75% total end, to a maximum endurance grant of 7 if the target has 0 endurance.


    Tier 2: Augmentation

    Single Target buff grants a specific buff to each archetype.

    Blasters: Grants a 20% damage boost and a 10% Accuracy boost

    Brutes: Grants a 20% damage boost and 10% Endurance Discount

    Controllers: Increase duration of all control effects and magnitude of KB effects by 25% and increases the effectiveness of buffs, debuffs, and heals by 10%

    Corruptor: Grants a 20% Damage Bonus and a 10% increase to buff, debuff, and heal effectiveness.

    Defenders: Increases the effectiveness of buffs, heals, and debuffs by 20%, grants a 10% damage boost

    Dominators: Grants a 20% duration bonus to all control effects and KB magnitudes and a 10% damage boost

    Masterminds: Grants a 12.5% damage resistance Aura to the Mastermind applied to all pets within 120ft. Increase effectiveness of buffs/debuffs/heals by 10%

    Scrappers: Increases all Defense and Damage Resistance Values by 7.5% and 12.5% respectively, Grants a 20% damage boost

    Stalker: Increase damage by 40%

    Tanker: Increases all Defense and Damage Resistance Values by 7.5% and 12.5% respectively, Grants a 15% Recharge rate increase

    Peacebringer and Warshade: Grants Mag 2 mez protection and a 10% damage bonus

    Arachnos Widow and Arachnos Soldier: Recharge rate bonus of 20%


    Tier 3:

    Click PBAoE Ally Buff, Doesn't grant Mez protection, but rather Mez Resistance of 40%


    Tier 4: Null Field

    Ground Targeted AoE Click Enemy Debuff

    20% Damage Debuff, 20% Accuracy Debuff, -20% End Discount (increase the cost of all powers by 20%)


    Tier 5: Second Wind

    PBAoE 1 minute recharge, grants Endurance to all allies within 20 feet but not user, High end cost (18-20 end)

    Grants 10 End (Unaffected by enhancements or powers)
    Grants 10 End (Affected by enhancements and powers)


    Tier 6: Power Crash

    Single Target Debuff

    Inverse of Power Build Up


    Tier 7: Power Drain

    Targeted Area of Effect Click debuff (Special)

    Using a method similar to Cosmic Balance apply a debuff based on the ATs on the team

    Each AT grants the target a penalty equal to 1/2 the bonus applied through Augmentation.


    Tier 8: Cosmic Chance

    Single Target ally Buff. Grants the ally the temporary equivalent of Cosmic Balance (for "Heroic" ATs) or Dark Sustenance (For "Villainous" ATs) Long recharge.

    Tier 9: Invest

    Entire Map AoE Ally targeted "special" buff. places 3 temporary powers in the player's list which each have a duration of 5 minutes -or- when one of the three powers is used. A Self Rez power, a Self +Heal and +End power (30% value on each), and a Power Build Up power. All members of the team including the Power Alteration User would have access to these temporary powers. Drains the power Alteration User of all Endurance and 50% HP, grants a 20 second NoHeal and No Recovery on the player.

    -Rachel-
  20. Quote:
    Originally Posted by DrMike2000 View Post
    So that "pet project" thread got you going too?

    I've been writing up my own ideas on paper for making travel-based defence secondaries for Stalkers, Brutes and Scrappers. I'd love to see something along these lines in game.
    Yup yup! It surely did. Take a look at all four "ATs" and see what you thik.

    Honestly I think the Teleporter is the "Weakest" set and would love someone to help me out with it.

    -Rachel-
  21. The Teleporter AT

    Primary: Ranged/Ranged Control
    Secondary: Support/Travel/Control

    HP: As Stalker
    Damage Modifier: As Stalker
    Defensive Modifier: As Brute/Scrapper/Stalker

    While the Speedster, Flier, and Leaper all have fairly linear abilities, the teleporter is capable of astounding feats by circumventing the very nature of space itself.

    Primary Powerset: Teleportation Mastery

    Tier 1: Portal Punch; You create a short lived dimension-bending portal, reach through it, and strike a single target. Minor Smashing Damage, Recharge Very fast, Chance to Disorient

    Tier 2: Scramble; You reach out with your teleportation powers and teleport a target away and back to a location, but in that brief moment you cause him to lose all sense of direction and reality: Single Target Minor Damage and Disorient, Recharge Fast

    Tier 3: Teleport Foe; You pull a target through reality, roughly depositing him where you wish. Moderate Smashing Damage, Moderate Recharge, Foe teleport, locational targeting within 80 feet

    Tier 4: Flurry of Blows; You teleport yourself into the midst of your foes for a moment, slamming them with sharp blows, then return to your original location. Targeted AoE Moderate smashing damage over time, Slow recharge (Animation of teleportation graphic covering player's avatar, motion-blur fists and feet strike targets in the AoE for a short duration DoT)

    Tier 5: Power Build Up: As the power of the same name

    Tier 6: Warp; By bending space around a single foe you force him to strike his allies (Single Target Confuse effect, graphic of "Energy Aura" surrounding him) Long recharge

    Tier 7: Wormhole; As the Controller Power of the same name, but with a faster cast time and instant application of the Stun and Teleport effects. Recharge Very Long

    Tier 8: Terminal Velocity; You teleport the target into a looping reality of falling, on return to our own reality he crashes to the ground with amazing force, potentially damaging and stunning nearby enemies. Single Target High Damage attack with an AoE Moderate Damage and Stun, original target takes both hits. Recharge Very Long.

    Tier 9: Dimensional Shift; You push your targets through a gateway into several alternate realities in the space of a moment, when they return they'll be gravely injured and probably stunned by all they've seen. This power will leave you weakened, however. As Wormhole from the same powerset with a 25% chance of moderate damage of each "Exotic" type, rolled individually for each target, targets are also subject to a Mag 3 stunn with a 20% chance of an additional mag 2. After use the Teleporter is drained of all endurance and unable to recover endurance for 20 seconds.

    Secondary Set: Dimensional Control

    Tier 1: Teleport; As the pool power of the same name, but faster animating and grants the user a 15 second long 5% defense (all) buff, greatly lowered Endurance cost (.5)

    Tier 2: Recall Ally; As the pool power of the same name, but faster animating and uninterruptible. Fast Recharge

    Tier 3: Warp Field; By creating tiny portals in reality around a target you can protect them from some incoming attacks (Ally +Def Ranged, Fast Recharge)

    Tier 4: Teleporting Field; This power creates an area of effect based on a specific point tat randomly targets nearby enemies and teleports them short distances. (Ground target pet power teleports all enemies in it's vicinity (40 foot range PBAoE) to the center of the field every 2 seconds, has a lower than normal accuracy, Long Recharge)

    Tier 5: Remove; You push enemies who are too close for your liking through reality. (As Wormhole, but point Blank Area of Effect teleport to ground target location within 80 feet, fast animation)

    Tier 6: Team Teleport; As the power of the same name, faster animation, lower cost (1 end per target)

    Tier 7: Dimensional Ward; You create small wormholes and portals around your target, protecting them from imminent danger (Ally +Exotic Damage Resistance except Psionic)

    Tier 8: Portal Protection; You shift one of your allies slightly in this dimension, instantly breaking them from any control effects that might be on them and protecting them from further control for some time (As Clear mind)

    Tier 9: Assemble the Team; You teleport all your allies to you, and in doing so brant them a short lived bonus to all of their effects (Teleports the entire team to yourself and creates a "Vengeance" effect on all allies within 20 feet 3 seconds later)


    -Rachel-
  22. The Speedster AT

    Primary: Melee/Ranged
    Secondary: Defense/Control/Travel

    HP: As Stalker
    Damage Modifier: As Stalker
    Defensive Modifier: As Brute/Scrapper/Stalker

    With Great Speed comes inherent awesomeness. Lacking protection against KB effects and with less in the way of defenses, the Speedster focuses in on Damaging effects and controls to hamper and take out his foes.

    Primary Powerset: Speed Melee (It should be noted that all references to gender or motion blur actually refer to an animation trail similar to Dual Pistol's power effects, but without the character leading the blur, just making a running motion toward and back within their own bounding box.)

    Tier 1: Quick Strike; You dash toward your target at super-speed and punch them across the face, however all anyone sees is a blur and an after image. Ranged attack Moderate Smashing damage, minor chance to disorient, recharge Fast

    Tier 2: Flurry; As the pool power of the same name, however the "Flying Fists" animation is anchored on the front of the target and the player rooting and animation time of the power is reduced.

    Tier 3: Vapor Trails; With lightning speed and a quick hand you lash out at several opponents at once. Targeted AoE Moderate Smashing Damage, small chance to disorient, recharge slow. Animation is a super-fast Gender-blur rushing to the primary target and back followed by a "Motion blur" punch hitting each target.

    Tier 4: Burst of Action; You lash out at all nearby targets in a sudden blinding burst of speed. PBAoE Moderate Smashing, moderate recharge, animation of character spinning quickly and "Motion Blur" fists hitting all affected targets.

    Tier 5: Power Build Up; As the Epic Pool power of the same name. Recharge Long

    Tier 6: Whirlwind; As the Pool power of the same name, however it becomes a Repel effect costing .5 end per target repelled

    Tier 7: Quicken; Automatic Recharge Rate increase on all powers of 30%

    Tier 8: Draining Punch: Your mastery of your own speed extends outward in a sharp and powerful melee attack, on impact you considerably drain your foe's ability to react. Superior Damage Smashing attack with a fairly huge -SPD debuff on the target, Slow recharge

    Tier 9: Motion Blur: For a short time you become the very embodiment of speed, dashing around the battlefield and striking with all the force of your incredible movement capabilities. Grants a 30 second self buff which applies a short Fire DoT to all of your attacks equal to 15% of the damage of the attack, also grants an additional 30% recharge rate increase.

    Secondary Powerset: Superspeed

    Tier 1: Superspeed; As the pool power of the same name, but with a 3.75% defense (all) buff and a greatly reduced endurance cost (.35 end/sec)

    Tier 2: Zip; You've mastered the art of getting out of the way of melee attacks by sidestepping, ducking, or simply phasing them through you molecules. (Self Melee Defense Buff As Focused Fighting)

    Tier 3: Dash; You quickly zip along in a short burst of speed, stunning opponents whom you pass over, under, around, or through. (Short Ranged Teleport with an AoE Disorient on landing)

    Tier 4: Dart; You sometimes find yourself staring at bullets as they hover in mid-air, slowly inching toward you... (Self Ranged Defense buff, as Focused Senses)

    Tier 5: Can't Catch Me: You've learned to run right past attempts to trap you, it's incredibly easy. (Mez Protection Toggle, protects against Immobilizes and Holds, severely reduces the duration of sleeps and stuns, renders Slow effects almost useless)

    Tier 6: Dive for Cover; Whether it's an explosion or a flailing limp you know when distance is the only protection. (Toggle AoE Defense as Dodge)

    Tier 7: Spinning Sands; A quick sprint into the midst of your enemies renders them temporarily helpless as they choke on your dust, literally. (AoE Foe Hold, Animation of Motion Blur running in a tight circle around the affected area, long recharge)

    Tier 8: Phasing; You've got such amazing control over your speed that you can vibrate faster than most creatures can conceive. (Toggle with Timer, 30 second Phase Shift +500% run speed, Only Affecting Self)

    Tier 9: Siphon Speed; With all the energy you can muster you draw strength from a targeted group of foes, reducing their movement ant attack speed to a crawl, in exchange you grant your nearby allies with a large speed increase (Targeted AoE Foe -SPD -Recharge Ally +Recharge. power grants a specific amount of recharge per enemy affected)

    -Rachel-
  23. The Leaper Archetype.

    Primary: Melee/Control
    Secondary: Defense/Travel

    HP: As Stalker
    Damage Modifier: As Stalker
    Defensive Modifier: As Brute/Scrapper/Stalker

    Also lacking Long Ranged attacks the Leaper relies on point blank area of effect controls as well as melee attacks to handle his foes.

    Primary Powerset: Leaping Mastery

    Tier 1: Drop-Kick; You leap toward your target and slam both feat into their chest, not only is this very painful but it has a good chance of knocking your foe to the ground. Moderate Smashing Damage, Recharge Fast, 70% chance to KD opponent

    Tier 2: Flip Kick; Performing a backwards flip, you crack your foe right in the jaw, sending them skyward while you regain your feet. Moderate Smashing Damage, Recharge Moderate, 70% chance of a mag 4 knock up

    Tier 3: Ground Crack; You slam your foot down with amazing force, cracking the pavement below your target's feet, rendering him unable to get his footing for a short while. Minor Lethal damage over time Immob, target is trapped by shattered and sharp stones similar to caltrops

    Tier 4: Foot Stomp; As the Super Strength power of the same name. Moderate Smashing Damage, Recharge Moderate

    Tier 5: Power Build Up: As the epic power of the same name, greatly increase your damage, buffs, and controls for the duration Long Recharge

    Tier 6: Bound; You perform a short leap and slam both feet into the ground at full-force, cracking the flooring and throwing your foes to the ground. Short ranged Teleport with an AoE KD and immobilize, Minor Smashing damage Recharge Slow

    Tier 7: Big Air; You leap directly up into the air and come down with massive force, slamming into a target hard enough to damage him and several other enemies nearby. High Smashing Damage Cone (10 foot long, 30 degree angle) Mag 3 KB Animation similar to the Ninja Leap costume change Emote with the character bouncing off the target's chest on the fall using the last part of the "Eagle's Claw" animation Recharge Slow

    Tier 8: Stalagmites; As the power of the same name, smaller Aoe (10-15 foot radius) Recharge Long

    Tier 9: Punt; With a quick kick you launch your target quite a distance and inflict some severe damage. Superior Smashing Damage, Recharge Very Slow


    Secondary Powerset: Bouncing

    Tier 1: Superjump; As the pool power of the same name, but grants a 3.75% defense (all) bonus and costs less (.35 end/sec)

    Tier 2: Dodge; You've learned to jump over some incoming attacks and duck under others, whichever it takes you know to get out of the way! Defense Toggle as Battle Agility, applies to Melee and Ranged, not AoE)

    Tier 3: Roll With It; By relaxing at just the right moment you've learned to let your body bend and roll with the punches, granting yourself smashing and lethal resistance. (Smashing Lethal resistance Toggle)

    Tier 4: Hop; If you give up your high leaping ability you find you can make shorter jumps and defend yourself better. (Jumping ability as Combat jumping, Immobilization Protection, 10% Smashing/Lethal defense, cannot be toggled with Superjump)

    Tier 5: Skip; You've found that by making quick, short, random leaps you can dodge a lot of effects that would otherwise hinder your mobility. (Mez Protection against all but Confuse and Fear, grants slow protection)

    Tier 6: Candlestick Jump; Like the fabled character, you've learned that fire is the devil's only friend and leap past it at every opportunity. (Automatic Fire/Cold Defense increase)

    Tier 7: Hurdle; As the pool power of the same name, plus a 10% smashing/Lethal damage resistance component

    Tier 8; Vault; You leap into the air for a few moments and come down once things have calmed a bit (PBAoE Placate)

    Tier 9; Flipping; With a dramatic flair and a few acrobatic maneuvers you can manage to outsmart most foes for a short time. However you can only fool anyone so long. (Click power on a Very Long recharge, Self +Defense (All) 30%, +Recharge 30% +Recovery 30% for 60 seconds, after 60 seconds grants an -50% defense debuff on self for 10 seconds. Cannot be affected by recharge rate enhancements, recharges in 6 minutes)

    -Rachel-
  24. The Flier Archetype.

    Primary: Melee/Control
    Secondary: Defense and Travel

    HP: As Stalker/Blaster
    Damage Modifier: As Stalker
    Defense Modifiers: As Scrapper/Stalker/Brute

    Lacking Long-Ranged attacks, the Flying character tends to close into melee quickly and utilize their ability to displace air through wing or native ability to control the movements of their foes, controlling the fight to their liking. Should it turn against them they often rise up above and out of reach of foes.

    Primary Powerset: Flight Mastery (It should be noted that "Wind" powers should cause players with wing costume parts to flap their wings rapidly as part of the attack animation)

    Tier 1: Air Superiority; A quick double handed axe-handle strike which can drop flying targets out of the air or knock standing opponents to the ground. (reduce KD chance to 70%) Moderate Smashing Damage, Recharge Fast

    Tier 2: Uppercut; A slightly more damaging attack, you utilize your innate ability of flight to add force to your strike. (40% chance for KD) Moderate Smashing Damage, Recharge Fast

    Tier 3: Buffet; With a sharp motion you displace the air directly in front of you , temporarily disorienting a target for a short while, may also sleep targets near to the initial target Minor Smashing Damage Recharge: Slow

    Tier 4: Power Build Up. As the epic power of the same name, greatly increase your damage, buffs, and controls for the duration Long Recharge

    Tier 5: Wind Burst; You create a powerful gust of wind downward, pushing yourself up (animation only) and pushing your enemies out and down PBAoE Moderate Smashing damage Moderate Recharge, 50% chance of KD

    Tier 6: Dustcloud; Using your mastery over flight you quickly buffet the ground with blasts of air to kick up dust and lightweight objects, tossing them up in the air to pelt your foes with. PBAoE toggle creates a melee-range ToHit debuff and Minor Lethal Damage.

    Tier 7: Smashing Blow; You rise up on the winds just a few feet, then stop flying and instead violently push yourself toward the ground and your target dealing a great deal of damage. Chance to Disorient, High Smashing Damage, Recharge Moderate

    Tier 8: Windzone; You create an aura of driving winds around yourself which can knock down enemies that get too close. Toggle Melee Ranged KD Aura, 15% chance per target per tick, Recharge Slow

    Tier 9: Tornado; You manipulate your ability to displace air to create a column of wind. This pet power functions as Waterspout, rather than the "Tornado" power of Storm Summoning. Damage: Minor, Recharge: Very Long

    Secondary Powerset: Air Mastery

    Tier 1: Flight; This power functions as the pool power of the same name and grants a 3.75% defense (all) bonus (.35 end/sec)

    Tier 2: Gusting Aura; You create a wind-lashed zone around yourself which turns away most missile attacks with ease (Defense Toggle for AoE and Ranged Vectors, functions as Battle Agility from Shield Defense)

    Tier 3: Twisting Currents: Your control over gusting winds allows you to turn away weapons which might otherwise cause grievous bodily harm, reducing their effectiveness. (Damage Resistance Toggle for Smashing and Lethal damage)

    Tier 4: Barrel Roll; You perform a short-ranged fast-activating teleport effect by utilizing a burst of speed to get into position. Targets immediately near your destination may become disoriented by your sudden change of position (Targeted teleport with 10 foot radius AoE 15% chance of mag 2 stun)

    Tier 5: Climate Shift; You've gained such mastery over the wind that you can now put out flames or thaw freezing attacks. (Auto-power, Damage resistance to Fire and Cold, mag 3 immob protection)

    Tier 6: Unbridled Zephyr; With constant control over yourself and the winds supporting you, you've learned to avoid effects which would hinder your movement (Mez protection Toggle, no confuse or Fear protection, also grants slow protection)

    Tier 7: Shifting Tempest: With swirling winds about you, even the strongest punch might be turned aside. Auto-power Smashing/Lethal damage resistance increase.

    Tier 8: Lift Ally; Using your own innate powers you grant an ally the short lived ability to fly (30 second ally buff Fast recharge)

    Tier 9: Whirlwind; You draw great power from within yourself to create a powerful wind-wall which temporarily protects you to an amazing extent, but when it fails you find yourself powerfully drained (Click Self +Defense (all) 18% +Damage Resistance Smashing Lethal, Fire, Cold, Energy, Negative energy 30%, Recharge +50% Recovery +30% for 120 seconds, after 120 seconds -50% endurance, -300% recovery for 10 seconds, and -5 magnitude fly for 20 seconds)

    -Rachel-