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Rerolling my Storm/Energy Defender as the Storm/Water Defender he was always meant to be.
Rerolling my Spines/Regen Stalker as Spines/Bio for the more plant-themed look I was going for originally (I don't know what the set will look like, but it just sounds like it will fit better).
Not sure what I'll be using Nature Affinity with, but it will most likely be a Defender of some kind. -
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If I had room in my signature, I would add this quote to it.
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Quote:They're actually significantly cheaper than other sets toggles. Possibly too much cheaper.How are the end costs of the toggles compared to other sets? Just by looking at them they seem heavy.
Most other Defender toggles cost 0.52 a second. These would cost 0.208. But that was based on the Arachnos version toggles, which might be too generous for the Defender AT.
It might be more realistic to make them cost between 0.39 and 0.52 a second. That would put them between the original Leadership toggles and standard Defender toggle costs. -
Quote:This isn't really true. A character using Hyper-Intellect would first have to build up to 10 stacks of Intuition. If they can't use their debuffs because the team is moving too fast, then they're relying on long-recharge buffs and Acumen to build up Intuition. Also, with the way I've altered the set now, Evade post-22 would only be able to reach 24.5% Defense.RI also has a long animation time and can be prone to being nixed by silly team members who kill the RI target ASAP, KB with Force Bolt, Radial KB the mobs nearby, AS the target etc. Also, on a good team, by the time RI finishes animating, the team is already moving to the next spawn since they already wiped out the current one. All you have to do for Evade is be within 80ft for as you say 28% defense up 100% of the time.
Quote:Trickshooter: I did look at the whole set. However, Evade set the early tone that says "This set if OP! Don't mess with me"
Quote:Mag 4 mez protect that works on the caster? Buzz.
Quote:You lowered the numbers, they are getting closer but still out of line. Defender "bonus" is too high. -
Ok guys, I took the feedback and updated the set a bit.
For starters, I reduced the total number of Intuition stacks you can have at one time to 10. Then I lowered some of the amounts granted by the various powers, while also increasing the bonus values of the 3 toggles to compensate (doubled Evade and Precision, more than doubled Advantage).
This way it's easier to take advantage of the full bonuses from the toggles even before SOs, just not constantly, and without needing all powers in the set being used at once.
For Evade, I reduced the base value of the Defense buff from 15% for Defenders and 11.25% for everyone else to 12.5% for Defenders and 9.375% for everyone else.
I then took the small Defense buff value that I removed from Evade and put it in to Insight, as well as adding a minor Stealth bonus to Insight. This way Insight has some slottable effect and gives more of a reason to take it and use it more than once per mission besides the +Intuition effect.
I reduced the recharge time of Analyze and reduced the endurance cost so it was easier to use, especially in the low levels.
I increased the bonus +Damage of Advantage so that with the new 10 stack limit of Intuition, you'd be getting 37.5% +Damage total ( 25 + ( 10 * 1.25 ) = 37.5 ).
I added an Endurance Discount to Acumen, because the idea is that you're making your teammates more efficient, and increasing their Recharge without either +Recovery or -EndCost is not efficient. >_>
I increased the Damage Debuff of Unnerve slightly since it's the only AoE Debuff in a set with limited ways to reduce damage.
Like I said, I added a small Defense and Stealth bonus to Insight so there was more of an incentive to take it and more of a reason to use it more than once per mission besides to take advantage of stacks of Intuition.
And then for Jumpstart, I added a Scale 4 MaxHP buff and +20 Max Endurance buff.
Edit: I also removed the arbitrary '[Effect does not stack from same caster.]' tags from any instance of +Intuition where it wasn't necessary. So now Intuition can stack from multiple uses of Analyze, Commanding Shout, Insight, and Jumpstart. -
Quote:Well, I have a lot of experience with TA and I can tell you that this set as designed is much more powerful than TA (at defending a team, anyway; nothing in this set can touch OSA's offense, though).To me this set has elements of Sonic/FF/Cold/Time and takes the weaker of the debuffing from them. Lemme preface this by saying my Fire/Time Corruptor is my favorite toon since Time was released, BUT the one area it lacks is a truly good -regen.
To me this set lacks in the -regen department which is useful against AVs etc. It kind of reminds me of TA - Jack of all trades but master of none, but TA has a good -regen (albeit at a very short duration and heavy end recov debuff).
The set does lack -Regen, but I'm still among the support players that say Regen is overrated. :P If I were to add it anywhere, though, it would be to EM Burst, since that is intended to be similar to EM Pulse or EMP Arrow, but much more toned down in order to be used more often. Probably at around -150% to -200%. -
Quote:Looking at the individual buff value of a single power and determining that it's too good compared to another power from another set is not a good practice. I would only even consider it if the individual effects of both powers was nearly identical (not the values, just what it caused or granted). Sets should be looked at as a whole.It doesn't take a number cruncher to look at the first power Evade and go
So, 15 + 20 stacks of .25 for a grand total of 20% before slotting?
No way in heck is that going to happen when the much loled Force Field is 10% with a much smaller radius and it comes at level 12. I'll point out that this is the level 1 power with an 80ft radius!
It would probably require that the Hyper-Intellect's powers not effect the caster. It probably means losing the caster inclusion with Commanding Shout and Advantage. 40 ft radius is going to be the max.
You should look over the values at City of Data. http://tomax.cohtitan.com/data/power...etype.php?at=3
Based on what is in the game, the numbers look out of line.
Also worth keeping in mind, Force Fields is a set in need of review and according to Arbiter Hawk, is one of his top candidates to review when he gets the chance. Considering that, I'm not sure it's appropriate to use it in comparisons as even the devs acknowledge that it's a set that offers less overall compared to other sets. It would be more appropriate to compare this set to other sets that offered Defense with a combination of other effects, rather than Forcefields Defense + Distance effects.
Anyway, in this case, (for a Defender) Evade is a power that gives 15% enhanceable defense with a bonus unenhanceable 5% defense that players can't get the full benefit from until level 32, that as a toggle won't benefit from PB/PBU, in a set that has limited options for reducing incoming damage and no way to recover damage taken.
If we were to just look at the individual powers in a vacuum, then yes, Evade can provide more Defense (as can Traps/Force Field Generator and Time Manipulation/Farsight, by the way), but Dispersion Bubble also gets mez protection and mez resistance in a power that can be up all the time just by nature of being a toggle. Even if I were to include Commanding Shout in the comparison, it's nature as a click means it won't be anywhere near as reliable until SOs.
By the time SOs come in to play, Hyper-Intellect would be able to grant 26.4% Defense(All) and 23.4% Resist(Psionic). Even at it's strongest, it would only go up to 28.4% Defense(All).
Forcefields? 39% Defense(All) and 40% Resist(Toxic) from level 22 onwards.
Even Cold, a set that already is considered a better option than Forcefields, would grant more Defense; 31.2% Defense(Melee, Ranged, AoE, Lethal, Smashing, Energy, Negative) and 7.8% Defense(Cold, Fire, and Psionic), along with 70.2% Resist(Cold), 46.8% Resist(Fire), 31.2% Resist(Energy), and 20% Resist(Toxic). And that's all within a 40ft radius for Cold, compared to Forcefields 25ft radius.
There is the big difference that Evade's full defense value can effect the caster, while Forcefields and Cold are mostly limited to allies. Traps and Time both fully benefit from there +Defense powers, though. I would possibly consider splitting the difference and saying that maybe the bonuses (the ones tied to Intuition) from Evade, Advantage, and Precision only affect your allies. This would put it closer in line to the values that Traps and Time can get for themselves while still providing a higher buff for your allies with the bonus buffs.
Regarding the radius, 80ft might be a little big for a power that grants 15% Defense, but there is precedence for a Leadership-like toggle to have greater than 40ft radius. Leadership's toggles themselves are 60ft radius, as are those of the Arachnos Soldiers. Arachnos Widows' toggles are actually 80ft radius. At most, I would maybe reduce the radius to 60ft if 80ft seemed so extreme.
But overall, I would not consider the values of this set to be out of line. I try to put a lot of work in to the sets I suggest (which does in include a lot of research on City of Data) in order to make sure that I'm not making something too good for no reason.
Although, having said that I am thinking Commanding Shout and possibly Unnerve might be too good. *ponders* -
Quote:Stacks of Intuition are not consumed; they act as multipliers for the bonus buff values listed in the toggles.Okay... you're going to need to explain something better.
How is this 'Stacks of Intuition' thing supposed to function, when all the powers that consume the Intuition are toggles?
Do they all benefit? If they don't, how do you determin which one gets the benefit of insight? (Ignoring the obvious answer, as makeing these toggles mutually exclusive would also destroy any real attaction to this set.) Is Intuition consumed automatically? Do the bonuses from Intuition persist, or do they fade away?
The toggles would check every time their activation period cycles (every 2 seconds) for how many stacks of Intuition you have on you at the time, and then grant a bonus buff value based on that amount.
Stacks of Intuition last either 30 or 60 seconds depending on the power used, and you can have up to 20 at one time. Again, they are not consumed, and last their full, respective durations. They only serve to define an integer value from 0 to 20 that is then used to multiply (and thus increase) the bonus buffs of the toggles.
So if you had built up 10 stacks of Intuition on a Defender, and had all 3 toggles on, they'd look like this (unslotted):
Evade - 15% Defense + (10 * 0.25% Defense) = 17.5% Defense
Advantage - 25% Damage + (10 * 0.3125 Damage) = 28.125% Damage
Precision - 6.25% ToHit + (10 * 0.25% ToHit) = 8.75% ToHit
And these values would fluctuate as you gained more Intuition, or the duration of other Intuition ends. The idea is that you benefit from using the other 6 powers in the set with bonus buffs to your 3 toggles.
Quote:Frankly, my suggestion would be to change the Insight power. Instead of clearing the Fog or War, and marking enemy positions (how would that work on a zone map, anyway?)
Quote:change Insight to being a self-buff click power. Lasts 60 - 90 seconds, consumes all Intuition into buffs to the toggle powers. That would be less of a mechanical nighmare to work out, I think... -
Quote:The radius of the toggles is 80 feet. Besides possibly running in to the thick of things to cast Acumen or Commanding Shout, you could easily spend most of any fight 70-80 feet away and still be quite effective at offering support.I absolutely love the concept behind the set but not fond of all the PBAoE. I would want to roll this more as a Charles Xavier leading from the back than a Captain Am leading from within the fight. I'm sure thats only a major problem for me tho. I already have a bunch of melees and im tired of building for S/L softcap and want more characters i can play fully at range like my main.
But yeah, thumbs up. Even if it got made as is I'm sure I'd roll one up. Even more so if something was done about all the point blanks. -
I like the idea of changing the overall color of the target of the abilities, but I think players would get annoyed will full screen color filtering.
I think a combination of the altering the colors of either foes or allies (briefly for allies), some visual cues or sticky graphics for persistent effects like the toggles, possibly the formula graphics (or even the pose) from /e calculate, and the little symbols from Psychic Blast hit effects sets could create a base for interesting visuals. -
Quote:Oops, it's meant to be Confuse, not Immobilize. I couldn't imagine a character saying something that would break an Immobilize.Does Commanding Shout protect from Immobs or Confuse or both? I like the idea of leaving Immob as a hole, but it doesn't really matter. I think I'd bump the duration to 72 seconds, not everything needs to encourage +105% recharge (think Practiced Brawler, only needs ~70% to be perma). It might be interesting to have stacks of Intuition add Mez resistance (~3% per point) and possibly increase the Psi resists in this power, just to add another tactical concern to using it.
As far as the recharge, I know it's annoying to be just out of reach of perma with 3 Recharge SOs, but at the same time Commanding Shout would cover most of the major mezzes, minus Immobs, and it's in the hands of ATs that can be pretty powerful when they don't have to worry about mezzing at all. In fact, I might be being too generous making it so easily perma.
Quote:I might add +33% endred to Acumen. Adding to ally recharge without giving them some method of handling the extra endurance burn could be rough.
Quote:You can slot def sets (Evade), res sets (Commanding Shout), tohit sets (Acumen & Precision), def debuff sets (Analyze), and fear sets (Unnerve). As created, Advantage, Insight, and Jumpstart take no sets and no power takes more than one type of set. I think I'd try to improve this aspect of the set design (Heal in Jumpstart if +HP is added, possibly add a small +move speed and control/friction to Advantage (study of terrain), allowing it to take travel sets).
Thanks for the feedback! -
Quote:True, it's situational, but it's thematic and skipping it would reduce the total amount of Intuition you can build.The only one that truly makes me go "Meh" is Insight... Extremely situational and if implemented I could see it being the power that most people skip...I know I would.
So it's a quirky little power, but hopefully still tempting to take in order to maximize effectiveness.
Edit: And one power that's easy to skip unless you're going for a theme isn't always a bad thing. -
I had mostly forgotten about this set, but updated it the other day to make it more able to... well, actually support. Moved some effects around, added a little more buffing and debuffing power, which included dropping the ally repel bubble, which is sad but it was just too limited in it's usefulness, even if it was thematic, and added a new power in it's place.
Hopefully now it looks less weak. -
Quote:Yes, it would be a buff/debuff set.That's a Defender Primary and a Secondary for Controllers/Corruptors/Masterminds?
Quote:Just trying to wrap my head around it. On the surface it does seem cool though Leo does have a point that it might be visually boring. Still though, certainly worth consideration! -
...I have suggested another powerset idea:
Hyper-Intellect
This might technically be cross-posting, and I apologize for that, BUT:
1) The thread really belongs in the suggestion forums, since that's what it is
2) I really wanted to make sure that at least my fellow Defender players checked it out and gave me some feedback. Defender playstyles are some of the most diverse, and we all know Defender players can be some of the most critical when it comes to numbers/build discussions.
So if you wouldn't mind checking it out and offering some feedback, I'd really appreciate it. If you don't want to, that's cool, too, I won't hold it against you.
Thanks guys! -
It's been awhile since I suggested a powerset, and this one took me a looong time to get to a place where I really liked it. Hopefully you all do, too. Enjoy and thanks for reading! All feedback is welcome!
Hyper-Intellect
Your genius knows no bounds. You are a master of knowledge, reason, and deduction and assist your allies using these powerful, but subtle skills. Using your Hyper-Intellect, you are able to improve your allies combat capabilities using information gained from studying and intimidating your foes. Using many of your abilities will grant you a stack of Intuition. Each stack of Intuition (up to 10) will buff the strength of your Evade, Advantage, and Precision abilities.
Evade
Toggle PBAoE Team +Defense(All), +Special
You provide insight to your teammates that allows them to better Evade the attacks of your foes. While this toggle is active, you and your teammates will have greater Defense to all damage. Additionally, each stack of Intuition will increase the defense buff of Evade.
Type - Toggle
Accuracy - 0.0
Range - -
Recharge time - 15s
Endurance cost - 0.416 (0.52 MM)
Attack types - -
Effect area - Sphere
Radius - 80ft
Arc - -
Max targets hit - 255
Entities affected - Caster, Teammate
Entities autohit - Caster, Teammate
Target - Caster
Target visibility - Line of Sight
Notify mobs - Never
Code:Defender: 12.5% Defense(All) every 2s for 2.25s 0.5% Defense(All) every 2s for 2.25s for each stack of Intuition [Unenhanceable] Controller/Corruptor/Mastermind: 9.375% Defense(All) every 2s for 2.25s 0.375% Defense(All) every 2s for 2.25s for each stack of Intuition [Unenhanceable]
Analyze
Click ST Foe -Res, -Def, Reveal, Self +2 Intuition for 30s
You Analyze your foe to determine their defensive capabilities. By sharing this knowledge of the targets weaknesses with your team mates, you effectively reduce their defense and resistance to damage. Analyze grants you 2 stacks of Intuition for a short time.
Type - Click
Accuracy - 1
Range - 80ft
Recharge time - 30s
Endurance cost - 8.528 (10.66 MM)
Attack types - Psionic_Attack, Ranged_Attack
Effect area - Character
Radius - -
Arc - -
Max targets hit - -
Entities affected - Foe
Entities autohit - -
Target - Foe
Target visibility - Line of Sight
Notify mobs - Never
Code:Defender: -25% Defense(All) for 20s -20% Resistance(All) for 20s 54 ViewAttrib Self +2 Intuition for 30s Controller/Corruptor: -20% Defense(All) for 20s -15% Resistance(All) for 20s 54 ViewAttrib Self +2 Intuition for 30s Mastermind: -15% Defense(All) for 20s -15% Resistance(All) for 20s 54 ViewAttrib Self +2 Intuition for 30s
Advantage
Toggle PBAoE Team +Dmg(All), +Special
Whether by study or deduction, you know your foe well, giving you and your team an Advantage against them. While this toggle is active, you and your teammates will do more Damage to foes. Additionally, each stack of Intuition will increase the damage buff of Advantage.
Type - Toggle
Accuracy - 0.0
Range - -
Recharge time - 15s
Endurance cost - 0.416 (0.52 MM)
Attack types - -
Effect area - Sphere
Radius - 80ft
Arc - -
Max targets hit - 255
Entities affected - Caster, Teammate
Entities autohit - Caster, Teammate
Target - Caster
Target visibility - Line of Sight
Notify mobs - Never
Code:Defender: 25% Damage(All) every 2s for 2.25s 1.25% Damage(All) every 2s for 2.25s for each stack of Intuition Controller/Corruptor: 20% Damage(All) every 2s for 2.25s 1% Damage(All) every 2s for 2.25s for each stack of Intuition Mastermind: 15% Damage(All) every 2s for 2.25s 0.75% Damage(All) every 2s for 2.25s for each stack of Intuition
Acumen
Click ST Ally +Rech, +ToHit, +Perc, +EnduranceDiscount, +Res(Slow, ToHit, Perc), Self +1 Intuition for 30s
You quickly train allies how to better utilize their own gifts. When you activate this power, your targeted ally and nearly allies will gain an increased Attack Rate, a greater chance To Hit, increased Perception, an Endurance Discount, and good resistance to Slows, ToHit Debuffs and Perception Debuffs. Acumen grants 1 stack of Intuition for a short while.
Type - Click
Accuracy - 1
Range - 50ft
Recharge time - 2s
Endurance cost - 7.8 (9.75 MM)
Attack types - -
Effect area - Sphere
Radius - 30ft
Arc - -
Max targets hit - 255
Entities affected - Friend
Entities autohit - Friend
Target - Friend
Target visibility - Line of Sight
Notify mobs - Never
Code:Defender: 50% Recharge for 120s 90% Perception for 120s 33% EnduranceDiscount for 120s 3.75% ToHit for 120s 86.6% Res(Slow, Perception, ToHit) for 120s Self +1 Intuition for 30s [Does not stack from same caster.] Controller/Corruptor: 50% Recharge for 120s 90% Perception for 120s 33% EnduranceDiscount for 120s 2.25% ToHit for 120s 69.2% Res(Slow, Perception, ToHit) for 120s Self +1 Intuition for 30s [Does not stack from same caster.] Mastermind: 50% Recharge for 120s 90% Perception for 120s 33% EnduranceDiscount for 120s 3.75% ToHit for 120s 52% Res(Slow, Perception, ToHit) for 120s Self +1 Intuition for 30s [Does not stack from same caster.]
Unnerve
Click Targeted AoE Foe -Damage, -Recharge, Fear, Self +3 Intuition for 30s
You use your intellect to Unnerve a group of foes and reduce their combat effectiveness. All affected foes will suffer reduced damage and slower attack rates, while some weaker enemies may be too afraid to move. Unnerve grants 3 stacks of Intuition for a short while.
Type - Click
Accuracy - 1
Range - 70ft
Recharge time - 60s
Endurance cost - 15.6 (19.5 MM)
Attack types - Psionic_Attack, AOE_Attack
Effect area - Sphere
Radius - 25ft
Arc - -
Max targets hit - 16
Entities affected - Foe
Entities autohit - -
Target - Foe
Target visibility - Line of Sight
Notify mobs - Always
Code:Defender: -37.5% Damage(All) for 30s -37.5% Recharge for 30s 22.35s Terrorized (mag 2) Self +3 Intuition for 30s [Does not stack from same caster.] Controller: -30% Damage(All) for 30s -37.5% Recharge for 30s 27.945s Terrorized (mag 2) Self +3 Intuition for 30s [Does not stack from same caster.] Corruptor: -30% Damage(All) for 30s -30% Recharge for 30s 17.88s Terrorized (mag 2) Self +3 Intuition for 30s [Does not stack from same caster.] Mastermind: -22.5% Damage(All) for 30s -30% Recharge for 30s 17.88s Terrorized (mag 2) Self +3 Intuition for 30s [Does not stack from same caster.]
Commanding Shout
Click PBAoE Team +Res(Hold, Sleep, Stun, Confuse, Fear, Psionic), Self +4 Intuition for 60s
You let out a Commanding Shout, providing your allies with the knowledge they need to overcome most attempts to control them or wrack their minds. When you activate this power, all allies in an area around you will be freed from Hold, Sleep, Disorient, Confuse, and Fear effects and left resistant to them for a good while. Additionally, it will grant them moderate resistance to Psionic attacks. Commanding Shout will also grant 4 stacks of Intuition for a short time.
Type - Click
Accuracy - 1
Range - -
Recharge time - 120s
Endurance cost - 15.6 (19.5 MM)
Attack types - -
Effect area - Sphere
Radius - 30ft
Arc - -
Max targets hit - 255
Entities affected - Caster, Friend
Entities autohit - Caster, Friend
Target - Caster
Target visibility - Line of Sight
Notify mobs - Never
Code:Defender: -8.66 Held, Stunned, Confused, Sleep, Terrorized for 60s 15% Res(Psionic) for 60s Self +4 Intuition for 60s Controller/Corruptor: -6.92 Held, Stunned, Confused, Sleep, Terrorized for 60s 11.25% Res(Psionic) for 60s Self +4 Intuition for 60s Mastermind: -5.2 Held, Stunned, Confused, Sleep, Terrorized for 60s 11.25% Res(Psionic) for 60s Self +4 Intuition for 60s
Precision
Toggle PBAoE Team +ToHit, +Range, +Special
You can guide your teammates to improve their Precision with any attack. While this toggle is active, you and your teammates will have a greater chance to hit your foes, as well as longer range. There is also a small chance Precision will allow an ally to strike a foe's weak spot, effectively greatly increasing their damage for a short time. Additionally, each stack of Intuition will increase the ToHit buff of Precision.
Type - Toggle
Accuracy - 1
Range - -
Recharge time - 15s
Endurance cost - 0.416 (0.52 MM)
Attack types - -
Effect area - Sphere
Radius - 80ft
Arc - -
Max targets hit - 255
Entities affected - Caster, Teammate
Entities autohit - Caster, Teammate
Target - Caster
Target visibility - Line of Sight
Notify mobs - Never
Code:Defender: 6.25% ToHit every 2s for 2.25s 0.5% ToHit every 2s for 2.25s for for each stack of Intuition [Unenhanceable] 20% RangeEnhancement every 2s for 2.25s 87.5% Damage(All) every 2s for 2.25s (5% chance) Controller/Corruptor: 5% ToHit every 2s for 2.25s 0.4% ToHit every 2s for 2.25s for for each stack of Intuition [Unenhanceable] 20% RangeEnhancement every 2s for 2.25s 70% Damage(All) every 2s for 2.25s (5% chance) Mastermind: 3.75% ToHit every 2s for 2.25s 0.3% ToHit every 2s for 2.25s for for each stack of Intuition [Unenhanceable] 20% RangeEnhancement every 2s for 2.25s 52.5% Damage(All) every 2s for 2.25s (5% chance)
Insight
Clear Fog of War & Reveal Spawn Locations, PBAoE Ally +Defense(All), Self +3 Intuition for 60s
Your incredible Insight affords you instinctive knowledge of the layout of most locations and you may deduce likely enemy gathering spots. Using this information, you can effectively grant your allies some minor defense and limited stealth. Using Insight will reveal full maps of most locations, as well as enemy spawn points within most instanced missions, and provide small defense and stealth bonuses. Insight will also grant 3 stacks of Intuition for a short time.
Type - Click
Accuracy - 1
Range - -
Recharge time - 120s
Endurance cost - 15.6 (19.5 MM)
Attack types - -
Effect area - Character
Radius - -
Arc - -
Max targets hit - 255
Entities affected - Caster, Friend
Entities autohit - Caster, Friend
Target - Caster
Target visibility - Line of Sight
Notify mobs - Never
Code:Defender: 2.5% Defense(All) for 90s 25ft PvE Stealth for 90s 250ft PvP Stealth for 90s Clear fog of war Reveal spawn points Self +3 Intuition for 60s Controller/Corruptor/Mastermind: 1.875% Defense(All) for 90s 25ft PvE Stealth for 90s 250ft PvP Stealth for 90s Clear fog of war Reveal spawn points Self +3 Intuition for 60s
Jumpstart
Single Target Ally Level Difference +1, +MaxHP, +MaxEnd, Self +5 Intuition for 60s
You focus your incredible mental prowess on a single ally, studying their powers and abilities until you have a greater understanding of them, possibly more than they do themself. Using this knowledge, you Jumpstart a small amount of their ultimate potential, effectively increasing their security level for a long while, while also significantly increasing their maximum hitpoints and endurance. Jumpstart grants 5 stacks of Intuition for a short time. NOTE: Allies under the effect of Jumpstart cannot use an Ultimate Inspiration until Jumpstart's duration ends.
Type - Click
Accuracy - 1
Range - 80ft
Recharge time - 180s
Endurance cost - 10.4 (13 MM)
Attack types - -
Effect area - Character
Radius - -
Arc - -
Max targets hit - -
Entities affected - Friend
Entities autohit - Friend
Target - Friend
Target visibility - Line of Sight
Notify mobs - Never
Code:Defender: Level Shift 1 for 180s 535.448 Max HitPoints for 180s 20 Max Endurance for 180s Self +5 Intuition for 60s Controller/Corruptor: Level Shift 1 for 180s 471.196 Max HitPoints for 180s 20 Max Endurance for 180s Self +5 Intuition for 60s Mastermind: Level Shift 1 for 180s 428.36 Max HitPoints for 180s 20 Max Endurance for 180s Self +5 Intuition for 60s
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Alpha: Intuition was made for Trick Arrows. Take the Radial Path. Musculature can be okay, as well.
Judgement: I guess Vorpal.
Destiny: Can't really go wrong with any of them, though the mez protection of Clarion is great for non-melee characters. Though if teleporting is your character's thing, you might try Incandescence. -
Quote:I think I read that this can't actually be done. The Iron-Man, Hulk, Thor, and Captain America movies that tie in to the Avengers were all independent productions of Marvel Studios, which is why they could put them all together in one movie.P.S. Do you think they rebooted Spider-Man so he can be added to the next Avengers movie? He is a Avenger now with Wolverine as well. It would kinda make sense, if you seen the movie and the character they introduced after the credits was fought by everyone in the Marvel Universe.
Other characters' movies, such as Spider-Man, the X-Men, Blade, the Punisher, Daredevil, Ghost Rider, and the Fantastic Four were co-productions and the rights to more movies involving those characters might belong to other production companies.
Specifically, I believe Sony Entertainment owns the rights to Spider-Man when it comes to movies (which is why they can do crazy things such as "reboot" the franchise only 5 years after the last movie). -
Quote:Going completely off the names...Since Genetic Contamination and Parasitic Aura both sound like they could potentially be damage auras, I'm pretty sure one of them will get dropped for Hide.
EDIT: Ah, indeed, looks like they may lose both. There are a couple extra Stalker-only powers in the set: Genetic Corruption and Improved Mitosis.
Sounds like Genetic Contamination will be swapped with Genetic Corruption on Stalkers. That one is easy enough. :B
Improved Mitosis sounds like a heal... DNA Siphon sounds like some sort of Foe Drain, Self +Heal, so my guess would be that Stalker's will lose DNA Siphon, and Improved Mitosis will just be a reskinned reconstruction, like Willpower got for Stalkers.
Evolving Armor sounds like a +Def or +Res for each foe nearby sort of thing (it evolves to be stronger when you need it to be? maybe?). So this would be my first guess for being replaced with Hide on Stalkers.
Then again, if the set has any passives, those might get tossed out for Hide, instead.
I dunno, we'll see. But I'm excited for this set and what it will look like. -
To answer the original question in the thread: Procs do work in Oil Slick Arrow, but in a quirky way.
Defense Debuff set procs and Slow Movement set procs are tied to the lifetime of the actual Oil Slick (the pet that causes the -Defense and -Speed). Damage set procs are tied to the lifetime of the Fire. So procs from damage sets will only activate while the fire is already lit. -
I spoke to Arbiter Hawk and feel much better now.
He said when he referred to Trick Arrows being "undervalued" he meant in the sense that the set required a lot of skill to be used effectively. He followed this up with, "That is to say, there is a large delta in performance between a new player to the powerset and a longtime player with a tricked-out build."
Anyway, after that, he agreed that Trick Arrows is a set in need of either numerical help or an improvement in terms of what it brings to a team, and that it was a set he definitely wanted to look at when he had the time (it and Force Fields are his highest candidates to be reviewed among the support sets).
I like him! ^_^ -
Quote:Whether or not I, or any other player, "undervalues" the set doesn't change the fact that, numerically, it falls somewhere between mediocre and absolute weakest at every available debuff except -Speed.Sometimes that undervalue is a case of "can't find value" in which case I can only agree but what people intend to get out of something doesn't necessarily equal the design intent of the powerset of which must differ to all others yet be equal to all others ideally. No matter how hard you try to get a cat to fly and a bird to swim down to the bottom of the ocean it just won't happen. So you look at what can happen and make that happen. It's not meant to be a plug and play character in my mind, some team work is required.
As someone who made a TA so that I could easily tank the game for one, it's not a slap in my face. I have always been reasonably happy with the set and even made another three. It does do things my other defenders can't and for that I am grateful. I do not feel that I need to replace my TA for any particular task, but sometimes I might because of how a team chooses to play. I have been on teams as a Rad and thought "my Bubbler would be better for these guys" so that is nothing new.
Here are the facts, regardless of how much you enjoy the set:
1) Entangling Arrow, Ice Arrow, and Glue Arrow are intentionally weak at causing -Recharge because the set had "too much" originally. 7 years later, 5 out of 7 support sets added to the game cause more -Recharge with less powers, but TA's has never been revisited.
2) Flash Arrow, or any -perception power has very little value in a support set. And -Perception's uses are so few and far between that it's inappropriate as a level 1/2 power choice.
3) Glue Arrow is now completely outdone by a power in the Time set: Distortion Field. Distortion Field has over triple the debuff, a chance to hold, and even causes a single percent more -RunSpeed. The only price it pays is that the debuff isn't sticky, it doesn't cause -Fly, and costs twice the endurance. I would gladly lose Glue Arrow's broken -Fly, sticky debuff, and lower end cost if it meant I could actually have a significant effect on foes Recharge speeds.
4) Acid Arrow is now completely outdone by a power in the Traps set: Acid Mortar. Acid Mortar causes more -Defense, more -Resistance, does more damage, fires faster than Acid Arrow recharges, can be summoned more than once for stacking (easily done with just SOs), and can even draw some aggro (it even has some pretty decent resistances to stay alive longer).
5) Disruption Arrow costs way too much endurance (double that of Tar Patch), hits too few foes (only 10), and is intentionally the weakest AoE -Resistance because TA has two. Without excessive slotting, TA can use two powers to debuff 10 foes in an 8 foot radius by -40% Resistance. Dark? One power, debuffs 16 enemies in a 25 foot radius by -30% Resistance, and also slows. Storm? One power, debuffs 16 enemies in a 25 foot radius by -35% Resistance, and also lowers defense, does damage, causes knockdown,, slows, and debuffs Recharge speed.
6) All of that I said in #5? Only true on Defenders. Corruptors, Controllers and Masterminds will only get -30% Resistance. Dark and Storm values? Unchanged, they get to use the same pets as the Defender. So for Corruptors, Controllers and Masterminds, they need to use 2 powers to perform close to the level of other sets (and they still come out worse because of Disruption Arrow's target limit and Acid Arrow's radius).
These are not issues that will go away if I alter my playstyle. There is a level of unfairness when it comes to the Trick Arrows set caused by needless penalties and inconsistences. The set is only "okay" if you ignore them.
Edit: I just want to add that I don't want to come across as personally attacking anyone. I am just frustrated to hear that any dev could look at TA and dismiss things such as the list above, and then say that the only problem the set seems to have is being "undervalued" by players. And Arbiter Hawk's statement (if he was quoted correctly) doesn't fit with Synapse's comment that the set was in need of love. This is all just disappointing to see. -
I'm personally upset by the implication that TA is "okay", players just "undervalue" it, and Flash Arrow might be too good.
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Quote:Why wouldn't the Devs increase the value of the debuffs by that much? All it would do is bring it up to the level of Web Grenade. As it stands, Entangling Arrow is 1/5th the debuff strength of Web Grenade, with a 20% accuracy bonus and 2.6 less endurance cost.While I concur that TA needs some love I don't believe the situation is as dire as the OP thinks.
1) There is no way the Devs will increase the values on Entangling Arrow by 50%. And why trade off the Acc bonus and actually raise the End cost? Once we've been given a bonus don't trade it away. The values on the debuffs are fine as they are. However I would raise the duration to 22s to match the Immob duration.
The Accuracy and Endurance Cost bonuses were given to make up for the much poorer debuff. If I'm asking for the stronger debuff back, then the bonus should be removed, as they're no longer needed.
Quote:3) I agree that Glue Arrow, a must-have for the set, needs upgraded. However a 2% chance at anything is meaningless and not worth the coding time. Also, the 60' range on the power makes it necessary to get closer to the enemy than I like. I would make the Hold chance 10% and increase the range to 80'
Quote:5) Poison Gas arrow is pretty good as-is. As with Glue Arrow, I would raise the range to 80' but I would make the Sleep a field like Static Field is so enemies caught in it have a further chance to be affected if they wake up.
Quote:6) I agree that Acid Arrow needs a bigger radius. 8' is not reliable enough for a set that relies on debuffs. 15' would be much more appropriate however I would no increase the Recharge time.
Quote:7) Disruption Arrow costs too much End I agree. As a matter of fact your analysis of the power was spot on except for the part about more than 10 targets. I'm not one of those guys who asks the Tank to herd all the time so it's rare that I even see more than 10 mobs in a spawn. Increasing it to 16 seems excessive to me. Right on with the rest though, especially the - to hit
Even Acid Arrow has a 16 target limit. How often will anyone be hitting 16 enemies with that?
Quote:8) What is the radius of Oil Slick? Mids has it at 5' and I KNOW that's wrong.
Quote:9) I would remove the -Recovery part of EMP Arrow personally. Not all nukes have crashes and to be honest as good as the power is it certainly doesn't rate a crash IMHO
My point with this thread has never been that omg trick arrowz iz da wurst n needz buffz NAO! Trick Arrows is a fun set that can put out plenty of AoE damage in the later levels. Anytime I've ever asked for buffs to the set, I've always tried to make it clear that I think the set is pretty close to where it should be, but still needs minor buffs to make it perform better. (Although I would support a combo system function being added; if any support set made sense with onee, it'd be Trick Arrows).
My opinion has always been that it is the support set that is least capable at offering support. You add up it's debuff and control options and at it's best it really only performs at or below the level of the debuffs of other debuff-heavy sets, but every other debuff-heavy set also offers buffs, which TA has no way to compete with.
All I want is the 9 powers of TA to equal the performance of the 9 powers of any other support set. And right now, I don't think they do.