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DMW45

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Everything posted by DMW45

  1. Honestly, I'll probably turn it into a PBAoE with a macro--I rather hate dealing with Ground Targetted AoEs on a controller gamepad
  2. Personally, I intend to see about using this whenever it's ported to MMs. The Secondary Effect bonus sounds like it'd work really well with Demons or Necro, not to mention the damage bonus.
  3. How good is the heal from Power Transfer? I feel like that's something I'd like to throw in Stamina for chars who have extra slots.
  4. Interesting. Given the 255 targets at Static 5, it makes the effective AoE of the buffs almost limitless as long as people are close enough to chain for it (imagine a few of these guys in incarnate trials, etc), so I do believe something like the adjusted strength may be warranted, but I'm not certain.
  5. I wouldn't go that far. I do think the name should be changed--there's even already a villain in game with the name Shock Treatment.
  6. I feel like that might make it too useful in comparison to the other origin sets. I don't think there's any other general pool power with -regen.
  7. As I said in the main feedback thread, I feel like there's going to be problems with this set on teams with pets. Do the powers focus on jumping to targets not already buffed, or would there be the problem of heals going to full health pets/teammates, and buffs simply jumping to the same people and not new ones?
  8. I'm looking at it in comparison to other sets team heals--I'm saying it should probably be closer to Twilight Grasp, a group heal with a complicating effect (albeit possibly not as strong, as twilight can miss) rather than something like Warmth, which is for all intents and purposes extremely simple. Risk/Reward and all that.
  9. In fact, I imagine pets at all are going to be an issue with this. Imagine trying to heal the whole team because everyone's hurt, but you can't even at max static because there are a few pets out. If anything, I'd say the heal needs to be strong to accommodate for that.
  10. Will say this about the set, it will probably be the most fun soloing on MMs. There will likely be trouble with MMs on teams, though. Unless the chaining prioritizes allies that don't already have the buff.
  11. They could still keep their secondary effects, generally. Axe with KB, Mace with Disorient, and Swords with -Def/+Def
  12. Each of them are near copies of each other, and most of them need revamping or at least a look over in general. So, I had a thought--if they made those sets later in the game's life, how would they look? I'm thinking a combined weapons set with a Swap Ammo-like power to switch between the benefits as necessary--changing the overall damage types and secondary effects.
  13. My advice for these origin pool powers would be to make them like Epics--they're their own thing and they don't take up a power pool slot, but you can only choose one, it doesn't have to match your origin Also comes with the benefit of being able to take a travel power without needing to take a power pool slot. So if you wanna grab Concealment, Leadership, Fighting and Medicine but still fly, go ahead!
  14. Yeah, it's mostly just as a quality of life improvement thing
  15. I'm wanting to make an StJ/Elec Brute, but I'm not sure if I can cap all of their defenses. Any good builds out there?
  16. Well, it's harder to use than dispersion--you actually have to wait for it, especially for an MM as you have to try to keep it in range of your pets.
  17. Something that kinda bugs me about /Traps, and since /Devices was worked on recently I thought I'd ask and see if something like this could be worked on?
  18. The irony being that you can put Panacea in before either of the others
  19. You want Rage to be a thing where you have to pay attention, that doesn't punish people for having too much recharge? Make it a toggle--a toggle like hybrid, has no effect on its own, but gives SS's attacks a high chance or perhaps guaranteed proc for something like +20 dam and +5 to-hit that's a 30s duration and stacks up to 8x. But also, while the toggle itself is fairly expensive, have it make attacks more expensive as well. Give people incentive to keep attacking and not let up, but if they ever run out of end and the toggle shuts off--full crash. Dam debuff, def debuff, res debuff, the works--punish them for not paying attention to end and focusing too much on rage. This way you can still get the benefits of rage--even stacking it--where it actually punishes you for not paying attention to things you need to, rather than whether or not a buff has expired.
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