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EmperorSteele

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Everything posted by EmperorSteele

  1. Is a teammate casting Enflame on you? Iirc it makes foes run like Usain Bolt
  2. V2; how's this? T1: Mental Fortitude. Auto. Gives a small amount of smashing, lethal, and psychic resistance (15% PSI, 10% S/L). T2: Mind Over Matter. Toggle. With some effort, you can ignore some of the damage that comes your way. 20% PSI, 10% vs everything else. Also grants a 25% boost to regeneration. (Changed some numbers, added Toxic resist) T3: Sense Danger. Auto. You know when and how your enemy is going to strike, giving you the opportunity to dodge their attacks. +5% Defense vs AoE, Melee, Ranged, and Psi attacks. (Added AoE defense, removed PSI resistance) T4: Hivemind. Click. You link minds with your allies, allowing you all to become a more formidable fighting force for a short time. The buff scales with the number of allies that are nearby when you cast this ability (max 7). If it's just you, you gain 3% Def (all) and ToHit. With 7 allies (within 60 feet), you and all your allies gain 10% Def (all) and ToHit. Lasts for 45 seconds, has a 160 second recharge. The buff only checks for a maximum of 7 allies, but will affect any number of allies in range. (Changed numbers for a higher minimum effect and lower maximum effect) T5: Indomitable Mind. Toggle. You become highly resistant to Confusion, Hold, Immobilization, Sleep, Stun, and Terrorize effects (Mag 10). Grants an additional 15% Psi res as well. T6: World of Confusion. PBAoE Toggle. You weave disruptive psionic energy all around yourself, clouding the minds of nearby opponents (10 feet) and forcing them to attack one another. Every 6 seconds: 100% chance for Mag 1 confuse for 4 seconds and 5 points of psionic damage. 10% chance for an additional 1 Mag of Confusion for 4 seconds. Also works as a Taunt aura. (Reduced confuse duration so that slotting is required to make perma, and/or allow taunt effect to do its job) T7: Telekinetic Shield. Click. You're able to use some low-grade telekinesis to deflect attacks and hold your ground. +5% AoE/Melee/Range/Psi defense, +4pts KB res, +20% Absorb. Lasts for 60 seconds. Recharge: 105 seconds. By taking this power, you also automatically gain +20% Defense Debuff resistance and 5% S/L damage resistance (Unenhanceable). If made "perma" or better, the absorb shield and KB res will stack (max of 2 stacks), but the defense value will not. (slightly increased recharge, reduced defense numbers and number of absorb stacks, changed Psi res to S/L res and lowered it some) T8: Lethargy Aura Generation. PBAoE Toggle. You weave disruptive psionic energy which affects your opponents' ability to move and act. All foes within 10 feet suffer -50% movement speed, -25% recharge speed, -10% Defense, and have a 33% chance of falling asleep for 3 seconds (Mag 3). Works as a taunt aura. (Increased sleep chance, reduced sleep duration) T9: Astral Projection. Click-toggle. You're able to leave your body for a short time (90 seconds) in the form of a psionic "ghost" of yourself. In this form, you are invisible (until you attack), and nearly indestructible, but do not deal a lot of damage. However, you are able to hit phased targets. Also, your real body will remain vulnerable to attack, and you cannot wander too far from it (90 feet). The other powers in this set do not affect this form, only your actual body. If you die while in this form, you awaken in your body with half HP and no endurance, with your regen and recovery floored for a few moments. You can detoggle this power early to avoid the crash. If your real body starts taking damage, this power may automatically end early (25% chance when health dips below 75%; 50% chance when Current HP is at 50%; 100% chance when Current HP is at 25% or less). The shock of this may force one or two of your powers to detoggle. Astral Projection Stats: Invisibility; Auto Flight of 75mph; 40% Def vs ALL, 65% Res Vs All (75% vs PSI); + 250% regen. Immune to Mez and Knockback. 100% debuff resistance (all). Damage debuffed by 50%, is converted to psionic damage, and has 50% heal-back after 10 seconds. In addition to the expected Endurance and Recharge reduction enhancements, this power also takes Defense, Damage, Healing, Fly-speed and Resistance enhancements to boost its stats. T9 (alternate): Psionic Projection. Psuedopet. You gather all your psychic power and coalesce it into a single space, creating an semi-illusionary duplicate of yourself to hassle and confuse your foes. It has a high taunt aura and is hard to kill (90% def vs ALL), but it deals low damage (75% base damage of your attacks, but converted to PSI damage, half of which is healed after 10 seconds) and requires focus to maintain. While it is up, you have a -25% damage debuff and -25% Res vs All debufff applied to yourself. Lasts for 60 seconds, has a 300 second recharge. (New idea if Astral Projection is untenable. Conceptually similar, but doesn't lock you out of acting. Question: Do we allow it to be buffed like a normal pet, or untargetable like Phantom Army?) *** So the numbers are a little more under control and in line with other tanker sets. Without enhancements, we have 50% Psi res, 25% S/L, and 10% everything else (Again, Tanker values. Everyone else would see 40/20/7.5 respectively). Maximum defense (unslotted) is 20%, which requires a full team and isn't permanent without slotting/building for it. I didn't remove the melee defense from the Def powers because I want people to be free to skip powers without being overly punished for it, though I did add AoE defense in so it's not such a huge hole. Reduced the control numbers a bit, too. Added an alternate T9 which is a similar concept, but functions more like a one-man Phantom Army. Does this look better, or is it still off the mark?
  3. Thanks for the responses, all!! Looks like it's back to the drawing board; but first, some counters 😃 If you look at Fire Armor, you get 90% Fire resistance in 3 powers, two of which are auto, and with NO resistance slotting. Ice armor is similar, except to cold damage, naturally. Elec is almost there against energy damage, but makes up for it with good res to everything else; no defense, though. Dark and Rad offer good resists all around, especially to PSI (50%), though again, not much defense, if any. Bio's (unenhanced) numbers aren't that great, but everyone sings it's praises because of damage auras and +damage effects. Invuln's numbers were actually lower than I thought, giving only 40% S/L res without enhancements (and like 10% of the other stuff). I also thought Super Reflex's numbers were higher; I thought it's whole THING was that you can be defcapped with minimal slotting investment, but it actually only gets you halfway there. That's a disappointment. So I'm gonna do a downward tweak of the numbers to put them more in-line with other sets. As for Willpower, it's not psychic armor, even though two of its powers take their name from the Psi APP. It's just one of few sets that actually offers any mitigation to psionics at all. It's got good psi def, but not a whole lot of psi res. That said, I purposefully tried to make this set different from Willpower in every other way, and make it actually feel like someone who's using psionic powers to defend themselves, and not just someone who's mentally tough. That said, it's a valid contention and comparison, one I'll try to address when I'm back at the drawing board! Also, I wasn't aware that "almost every mob" had an AoE (that isn't also a ranged attack; or do powers like "Fireball" not have a ranged flag?). The AoE weak spot was intentional, as it's one thing to dodge an attack you know is coming your way, but how do you dodge an attack that hits your friend and then explodes near you? Or that erupts from the bad guy itself and goes out in every direction? Though I guess if you know WHAT's coming, you could brace yourself for it. As for astral projection: It's something that could be coded in, using doppelganger tech. The HC staff have shown off their programing chops, so ideas that "can't be done now with existing tech" aren't necessarily off the table 😃 Thanks again all; Revision coming soon!
  4. We already have fire armor, ice armor, dark armor, invincibility, etc etc. Time for some straight up Psychic armor! Available to all armor ATs, naturally. My idea is for it to be slightly under-tuned defensively in favor of gimmicks and flavor, but with enough different powers to make it a beast if properly kitted out. Numbers shown here are Tanker numbers, and thus, less for other ATs. T1: Mental Fortitude. Auto. Gives a small amount of smashing, lethal, and psychic resistance (10% S/L, 15% PSI). T2: Mind Over Matter. Toggle. With some effort, you can ignore some of the damage that comes your way. 25% PSI, 20% S/L, 15% C/D/E/F. Also grants a small boost to regeneration (25%). T3: Sense Danger. Auto. You know when and how your enemy is going to strike, giving you the opportunity to dodge their attacks. +7.5% Defense to melee, ranged, and Psychic attacks. +15% Psi Res (unenhanceable). T4: Hivemind. Click. You link minds with your teammates, allowing you all to become a more formidable fighting force for a short time. You and each member of your team gain 1.5% Defense (all) and ToHit for each member of your team within 60 feet of you, yourself included (So a maximum buff of 12% each if all seven of your teammates are within range, and that's without enhancements!). Lasts for 45 seconds, has a 160 second recharge. T5: Indomitable Mind. Toggle. You become highly resistant to Confusion, Hold, Immobilization, Sleep, Stun, and Terrorize effects (Mag 10). Grants an additional 15% Psi res as well. T6: World of Confusion. PBAoE Toggle. You weave disruptive psionic energy all around yourself, clouding the minds of nearby opponents (10 feet) and forcing them to attack one another. Every 6 seconds: 100% chance for Mag 1 confuse for 6 seconds and 5 points of psionic damage. 10% chance for an additional 1 Mag of Confusion for 6 seconds. Also works as a Taunt aura. T7: Telekinetic Shield. Click. You're able to use some low-grade telekinesis to deflect attacks and hold your ground. +12.5% Ranged/Melee/Psi defense, +4pts KB res, +20% Absorb. Lasts for 60 seconds. Recharge: 90 seconds. By taking this power, you also automatically gain +20% Defense Debuff resistance and 10% Psionic damage resistance (Unenhanceable). If made "perma" or better, the absorb shield and KB res will stack (max of 3 stacks), but the defense value will not. T8: Lethargy Aura Generation. Toggle. You weave disruptive psionic energy which affects your opponents' ability to move and act. All foes within 10 feet suffer -50% movement speed, -25% recharge speed, -10% Defense, and have a 20% chance of falling asleep for 6 seconds (Mag 3). Works as a taunt aura. T9: Astral Projection. Click-toggle. You're able to leave your body for a short time (90 seconds) in the form of a psionic "ghost" of yourself. In this form, you are invisible (until you attack), and nearly indestructible, but do not deal a lot of damage. However, you are able to hit phased targets. Also, your real body will remain vulnerable to attack, and you cannot wander too far from it (90 feet). The other powers in this set do not affect this form, only your actual body. If you die while in this form, you awaken in your body with half HP and no endurance, with your regen and recovery floored for a few moments. You can detoggle this power early to avoid the crash. If your real body starts taking damage, this power may automatically end early (25% chance when health dips below 75%; 50% chance when Current HP is at 50%; 100% chance when Current HP is at 25% or less). The shock of this may force one or two of your powers to detoggle. Astral Projection Stats: Invisibility; Auto Flight of 75mph; 40% Def vs ALL, 65% Res Vs All (75% vs PSI); + 250% regen. Immune to Mez and Knockback. 100% debuff resistance (all). Damage debuffed by 50%, is converted to psionic damage, and has 50% heal-back after 10 seconds. In addition to the expected Endurance and Recharge reduction enhancements, this power also takes Defense, Damage, Healing, Fly-speed and Resistance enhancements to boost its stats. Hope this seems like a suggestion worth entertaining! It can't reach any caps on its own, but with the right enhancements or supplemental pool powers, it (is supposed to be) quite formidable. What do you all think?
  5. Cue people wanting to have titan canon attacks/powers without the titan canon visuals!
  6. That's what i THOUGHT you meant, but I didn't want to assume. Just so we're clear, that's not a punishment. It's a choice that has a consequence via opportunity cost. Like, taking Teleport doesn't debuff your character's Damage and ToHit, that would be a punishment! Though if you wanted to get super technical, you could always slot the BotZ set in there and get a little bit of defense, which should soften the blow. Unless you're hung up on slotting 5 LotGs, in which case, that's still not a punishment, it's just an unoptimized choice. The whole idea behind the Invention system is that it invites us to make odd power choices to get the best bonuses or to maximize those bonuses by getting five of each. It could have done better in this regard: Put all the best Globals into Taunt, Fear and directed/cast Healing powers (ie, cannot go into auto powers like Health), make everyone tempted to take the Presence or Medicine pools. But no, they took the easy way out and put the most useful IOs into Defense, Res, and general Healing (can go into Health which everyone has) sets. Though maybe they considered this and received push-back because no one wanted to be "forced" to take useless powers to get a small recharge bonus? Personally, if that's what people are so hung up on, I'd probably just Nerf the "Rule of 5" down to "Rule of 3", BUT, increase all the bonuses to compensate. Make an LotG Recharge give 10% instead of 7.5. Being able to slot 3 gives you 30%, where right now it's 35%, so, you'd only be losing out a little, AND, it would free up some power selections since you no longer "had" to take 5 defense powers. No more of this 0.65% defense bonus garbage, give everything a minimum value of 2.5% or something. I dunno, just spitballin' here 😃
  7. @aethereal ...How are people who take teleport for concept punished by the current system? I mean, you can grab it right at level 6 without prereqs. Do you mean a lack of ability to take certain IOs like Hover and Combat Jumping do? But in any case, I'll echo an idea I've had in the past, which kind of flows with what you said. Have the four main travel powers available to pick at Level 1, along with your Pri/Sec at character creation. Whether this takes up a pool choice or not, I'm undecided. But it would amount to an extra free power and slot, which on it's own is already pretty powerful. As for the ability to have unlimited pool picks, I'm undecided. On one hand, people say it would open up build diversity, but as this thread has demonstrated, all that would amount to is everyone trying to fit Hover/CJ/Stealth/Maneuvers/Weave and Hasten into their builds to stack up on Defense and Recharge. I highly doubt anyone would use the opening of pool choices to dive too heavily into Presence or Medicine. On the OTHER hand, a build that dives too heavily into pools to accomplish all this might not be very effective, would it? Let's find out! The combo above takes up 8 powers (assuming Boxing-or-Kick and Tough are still prerequisites for Weave). We have a total of 24 powers. If you factor in the 3 Pri/Sec powers we have to take at levels 1 and 2, that leaves us with 13 more power choices to fill out our build. In other words, we've already taken up nearly half of our power choices. Let's make a few more assumptions, that wouldn't apply to everyone, but let's just theory-craft here! Someone who's already opened up Leadership is probably also going to take Assault and/or Tactics. Also, having taken Hasten and CJ, they may pick Super Speed and/or Super Jump as well. This seems to be part of the meta, so I don't think it's a stretch to make this theoretical presumption. So that's at least two more power picks, but a max of four more, bringing our total power picks for everything else down to about 10 (plus our three mandatory Pri/Sec powers). With ten more powers, plus the fact that we already to have at least one attack and one utility power, and a third that could go either way (depending on your AT and Pri/Sec), it wouldn't be too difficult to round out our attack chain and grab some utility, while also benefiting from near-permahasten and about 15-25% defense to start off with (depending on AT). Let's try all this with a classic Fire/En Blaster! Auto: Health Auto: Stamina Level 1: Fire Blast Level 1: Power Thrust Level 2: Fireball Level 4: Build Up Level 6: Stealth Level 8: Maneuvers Level 10: Hover Level 12: Aim Level 14: Hasten Level 16: Boxing (this is where Mids can no longer keep up with this thought experiment, so, gotta wing it from here!) Level 18: Blaze Level 20: Tough Level 22: Weave Level 24: Energize Level 26: Super Speed Level 28: Assault Level 30: Tactics Level 32: Inferno Level 35: Munitions Mastery: Body Armor Level 38: Bone Smasher Level 41: Cryo Freeze Ray Level 44: Rain of Fire Level 47: Surveillance Level 49: Vengeance Not even gonna try to completely slot it, but I don't think it would be hard to fit all the standard Uniques and globals and procs and purple sets one would want. Giving our 5 +Def powers a level 50 Def enhancement, and our Res powers a Res enhancement, and loading them up with our specials (+def, +res, etc), we have a character who has about 18% Def vs all, 8% res vs all except S/L which is about 33%. If we go for sets? Well, slotting what I could, getting to the Def cap (range) and Perma hasten weren't especially difficult. Being able to fit multiple purple sets and BotZ sets helped with that. So, yeah, a character with Def cap, perma hasten, and a viable ranged attack chain (as well as the "Get out of my face" combo of Bone Smasher + Power Thrust), and Inferno for when you just wanna blow a bunch of dudes up. Sounds powerful, right? Overall, it doesn't seem too much crazier than what we can already do, but I also don't see anyone wanting to chase a "meta" build deviating too far from this, short of fitting in a hibernate/aid self combo for PvP. I wonder what a janky "ALL pools!" build would look like, where someone tried to go all in on as many pools as possible, to the detriment of everything else. Weak attacks for sure, but being able to do a little bit of everything sounds like it might be fun 😃
  8. To ensure fast gameplay, definitely install CoH onto the SSD! Everything will load faster! As for the lack of Blu-Ray, yeah, that's becoming standard. Lots of people stream their entertainment these days, so PC manufacturers are using that as an excuse to drop optical drives and save some cash (not that any such savings are passed onto you).
  9. Super speed should now let you jump hella high after running in a straight line for 3 seconds (you'll see a yellow ring appear around your SS button). Unless that's disabled in PvP, i dunno.
  10. I think he meant the ability to lock trays and powers in place so you don't accidentally switch tray numbers or drag a power out of place, and if that could be implemented for respecs. The big problem I see, like @Shenanigunner said, is that you lose all your powers, and are re-granted them as you select them. How is the game supposed to order your powers if you decide to, say, forgo your entire secondary in lieu of pool powers and switch everything around? It would probably be easier to implement an optional slots-only respec that skips the first step(s) and lets you keep your current powers so you can just reassign slots and enhancements. This might help some folks who are happy with their powers, but not their slotting, but are worried about all the power rearranging they'd have to do afterwards just to swap 2 or 3 slots.
  11. Yeah, they had to do a hotfix for something, which involves closing down open zones and respawning new instances (for... some reason?). The closed zones remain while people are still in them, but no one new can enter.
  12. Done! Given how much we need this month, it shouldn't be too hard for more people to donate if they wanted! ...unless someone plans on being a "Whale" >_>
  13. The design intent of glowies it to make you explore the map and have some mindfulness towards the situation beyond just blowing up baddies. That said, half the maps in this game are a labyrithian nightmare, and I get the frustration, especially for folks who have disabilities or limited time on their hands. Hell, I was in a city farm map the other day (literally the most basic ass map in the game) and spent more time looking for the glowie than I did fighting! Maybe have it be something that activates after 15 minutes (give or take, depending on the size of the map), and it highlights the area the objective(s) is/are in instead of pinpointing it. That way, it still takes time and effort, but you're thrown a bone if you're lost. And again, have it be optional. Maybe give a small reward bonus for getting the objective before the helper option activates? I dunno, just spitballin' here 😃
  14. But will they still randomly spawn up to 54, or will they never go higher than +4 to the leader? Rather, what's the intended behavior so I know what to look for 😃
  15. Yeah, any suggested badges that require us to start a whole new toon, and thus not be able to get it on our current badgers, gets a big ol' /JRanger from me 😃 Still funny, though!
  16. Wait wait wait... Since when does the D have an entrance to RV? Is that new in this patch, or has that been there?
  17. "But I could do it by myself, why won't you let me bring along Helpless Lad and Adequate Lass?!" I mean, as long as the team leader is over 45 and everyone else gets SK'd up anyway, I don't see why they can't come along. Just make sure it can't be started by anyone under 45.
  18. Ah! I knew I had those in my own /psi dom, but i forgot which power came from where, thanks for the correction!
  19. Ah! Well if the comparison is just for those two, then @Psyonico hit it on the head. Going a step further, Mind (along with Gravity especially) is a bit counterintuitive on Doms, since it gives you a single target attack chain right out of the gate and doesn't really need more offense. The only thing /Psi offers is an AoE attack or two and Link Minds (or is it Mind Link?), which is actually still pretty good, all things considered.
  20. It depends on your secondary and what pools you take. I mean, a Mind/Kin is gonna outdamage a Mind/anything else, at the expense of things Kin doesn't provide.
  21. Would Hami-Os be worth controlling? The big ones don't seem to move fast enough, and the low-end ones go for the same price as rare salvage. Plus, Hami raids happen every night, and one can get them from running the MLTF and LRSF as well (well Synthetics but they're bucketed with the normals). So it's not like these things are all that rare or hard to come by. One could certainly turn a profit running these back to back, taking the (S)HO reward and selling it, but I feel like the (legit) demand would dry up pretty quick if someone did this every night. But maybe that's just me.
  22. As a support-based character whose main powers are to heal others, soloing is gonna be hard. How are your blast powers enhanced? If you want support powers and pets, either roll a Controller (most get pets at level 32) or Mastermind (a wholly pet-based class).
  23. There was this one time I almost got a niche cornered! Just needed a few more stray bids to filter out. It got closer, CLOSER, CLOSER... (And?!) I THREW A ROCK AT IT! (...) I-it was a big rock...
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