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Pbuckley818

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Everything posted by Pbuckley818

  1. That controller idea isn't bad. The Fighting Pool MIGHT even be a DPS increase, and the CC can act as a soft defensive set. Half tempted to just build my Beast/Kin controller into a Melee, as Bodyguard adds a lot of survivability, but Beasts is one of the few where the attacks are still useful, and frankly I kind of like throwing birds at people. But I have also ben considering a Shields/Street Justice Tank As Street Justice comes with a few nice debuffs (Two of which are being -Res, both sadly single target) however it is decidedly more simple target than stone. It has two knockdowns one being Single target and the other aoe and two disorients, again one single target and 1 aoe. Furthermore both disorients and the AoE knockdown are combo finishers, so I am not entirely sure how that will work out all in all. So it's probably either Shield/Stone or Shield/Street. Can I get some informed opinions?
  2. On the Idea of a Melee Corruptor how bad would my damage take a hit to start using the melee power pool? I am pretty certain I can make one resilient enough (Definitely Kin or Time) provided I am not trying to make a tank. At the moment I just want to see how close I can get to a melee support before the character becomes useless. The tanker (Possibly) getting a leadership buff sounds like good news, I guess that about settles it as far as that angle goes. As far as the support angle is Corruptor really best, or would a Defender maybe work better? I know "Tankerminds" are a thing though whene I play a Mastermind, I wanna play a Mastermind, not a Tank. Working on a Sonic/Kin Corruptor at the moment.
  3. Hey seeing as you have done so much work to get your idea up and running I was curious what all it would take for me to start working on something like this? Like what all would I need to know to get started?
  4. So I have a project I want to start working on. I'd like to build a Melee Character with strong group support, without using a VEAT to do so. Obviously I want to make this niche build the best it possibly can be. So what Archetype Tanker, Brute, Scrapper, or Stalker would be best to start with? I am currently Looking at Shield for my Def, are their any others I may want to look at? No idea what I will use for attack. Outside of Leadership, (and MAYBE medicine) what other Power Pools should I consider?
  5. The Redraw was one of the things that really spoiled Bane for me. Could You explain what you mean by ST (I was a kid when I orgionally played, and am trying out the game again with my dad, so I am not the most well versed in the game and it's terminology.)
  6. Ok, ok. So Mist is probably gone too that's fine as we can still use the animation for a GDefense power. So for storms do we go Defense or Resists? I only really want to pull from Electic and Ice but as far as I am aware Elec is a bit of both and Ice is straight of Resist with debuffs. So that seems to suggest resist? at the same time I feel like storms is one of the few we could justify doing Def with, other than Kinetics, and maybe a Shields Veat Leadership combo. I am thinking maybe 3-4 self Defense Buffs, 3 straight up support powers, and 2-3 group Defense/Support Hybrid Powers. How does that sound?
  7. It is important to note that we are opening up 1-3 additional defensive powers without even touching Freezing rain (Which is a -Res and thus literally cannot be removed if we want to keep the powerset functional and desired) Thunderclap or Thunderstorm. if we made the support/Armor the primary things would end up even better, as it would be damage that takes a hit putting their DPS closer to a Tanker or Dominator depending on if it's melee or assault.
  8. I mean that's why I posted this here, I never got any real feedback like this in order to make the proper alterations. SO if we trade out the T8, change Votex to a flat Def buff, remember to factor in Chilling Embrace and Vortexes embrace's damage bebuff's on nearby enemies. What else would need to change? Protector currently has an inherent that can and does function as an additional Defensive toggle with both Resist(all) and Def which we could rip from that design. But that effect waxes and wanes based on gameplay. Edit: Second wind is just slightly more usefull than O2 boost, so it might also be prudent to swap that one out for a PBAoE Resist toggle? Keeping in mind we have all of Icy and Electric Armor to pick from and 1-2 Slots we can swap out, What would you suggest? (This is keeping in mind the fantasy of Storms has always been more it's debuffs and knockdowns.
  9. I do feel it is important to remember that enemy debuffing particularly -res take a great deal of priority whene it comes to the Buff/Debuff sets. Simply adding an AT that's buffs group Defense and maybe Heals a bit, won't fill that same Niche. Yet we also have to worry about the danger of creating what is essentially a defender with better defense. One idea to build a set that gives you all the essential powers, while removing a lot of the fun/fancy utility powers that defenders enjoy. Though would anyone really want a Kinetics Meleefender if they didn't get the speedboosts? As far as my concern is, I personally want a support character that fight's on the front line, as far as I am concerned Assault is to a degree a compromise to achieve this in a feasible way. But if in the process of making the AT it looses the ability to be what I wanted in the first place, would I really be interested in playing it? Their have been some interesting suggestions made, at this point I feel like their would need to be unique Support/Defense powersets made using a combination of two thematically complimentary Support and Defense powers. On top of that we would likely need to adopt some of Steampunkettes idea, poarticularly the part about the defensive buffs granting just a bit more defense to the subject but only has a flat buff. I think I already have a pretty good place to start from. The main issue with powersets like this would be Endurance upkeep which could be solved via the AT'a inherent.
  10. It does seem a pretty good solution. If you have time. Yes. I hadn't thought about working with the Defenses as a base, but it might work better this way, at least for the most part. I really want a Storm Melee guy though, so maybe I could piecemeal something?
  11. That looks about like what would have to be done, though personally I feel like willpower or regeneration matches up better (at least thematically) with the Psychic Healing (Empathy, and Pain Domination) powersets. Maybe Invuln and Forcefield? If we did this I'd personally want at least half as many options as their are for assault.
  12. Not sure but a little added defense wouldn't hurt, though some might not needed it as badly as others.
  13. Should avoid making the AT too busy if we are indeed going to go with Assault/(Support/Defense) adding the CC on top is going to make the AT far too Broad and only add to it's overall identity issues. That being said this could differ from powerset to powerst as many Defender primaries have one, two, or even three CC abilities built in (Looking at you Storm Summoning you magnificent bastard). The AT already has issues with Support/Defense as one of it's powersets. Adding on top of that assault is bad enough, and then on top of that adding CC, is just going to end in tragedy. One way to mitigate some of the classes issues is to do something akin to the original Interceptor concepts, having a Tankier mode, A Support mode, and or a DPS mode. Or more Ideally a more Defensive mode and a more Supportive mode with DPS being more or less consistent. This could be done either Via a Toggle or some kind of Mechanic that triggers the different modes under different circumstances. This way the AT can either be a Tank with juwst a bit of support, or a Support with just a bit of Tank, but rarely both at the same time. Of course their are already a ton of Melee/Support AT suggestions out there. What if instead we paired the two most underused Powersets together. Assault, and the Blaster secondary's... Bakeing an Assault Primary AT intended to sit right next to the Scrapper and the Blaster on the DPS charts. 🙂
  14. I can only really speak from personal preference and opinion, at least to get the conversation rolling, Personally I would really like a Melee/Support AT, mixing armor into the secondary is simply something that feels like a necessary compromise. As far as assault I think that's another I'd be willing to compromise on. As I know some people do really enjoy them, and adding a touch of ranged damage to the AT might help it not melt quite so quickly in higher end content. This would also allow their to be a Assault Primary AT capable of actually dealing a bit more damage than a Dominator Though not all that much more depending on the Secondary, and the General Focus of the AT as a whole. Some people seem to like the Idea of a Flex AT, while this is not my ideal outcome, it might be interesting to see an AT that can Swap Between Support, Tank, and DPS. Though I fear such an AT would be a bit too busy. A lot of people myself included seem to want a an AT that fills the same roll as a Paladin would in other games, a Front Liner or Tank with Group Support. Personally I would settle for a Scrapper Level Defence, with reduced damage and solid Group Support. But If a Tank/Support AT is possible I think it might be an interesting addition.
  15. :S That Instigator Duo match up just wasn't fair... I feel like Duo is probably going to take the final W.
  16. Not necessarily a damage class with group support though their have been plenty suggesting such a thing. But basically a Defender with Melee and Scrapper level defense. If that makes any sense to you.
  17. Most people have been working on trying to create a Scrapper/Defender Hybrid. Their was a Paladin AT concept, but it lost pretty early in the race. Ultimately it's hard enough to bake a working Melee/Support AT without trying to make it able to tank. That being said, creating Melee/Armor powersets alongside picking a support Powerset, could be a reasonable solution to our problem... So maybe that's just what we need to build a proper Melee/Support AT. Maybe give it a Inherent where it swaps between Tanking and Group Support via a toggle? I wonder if anyone would go for that... Perhaps their will soon be a Protector take two in the works...
  18. Even as someone currently maining a Beast MM, I'd hate to see this removed. It always gives me a warm nostalgic feeling whene a stray goon runs off like he'd just been pantsed. Besides I'd miss receiving "presents" from my precious doggies.
  19. I disagree, they are redundant in PvE where almost no one plays them (Better to have a blaster), and game breaking in PvP where almost everyone plays them Blaster+Armor. It's both incredibly weak, and overpowered depending on the game mode. I am not saying it has no place in the game, but I'd personally would rather have seen something more like the Instigator or the Protector, that would provide a more intriguing playstyle as opposed to what is essentially a less exciting version of an existing AT (A Blaster with lower Risk/Reward). An unholy mix of support and armor powers sounds a lot like the primary suggestion for making a Melee-Fender viable. I'd be curious to no more about this version of the Guardian so as to avoid making the same mistakes with Melee-Fender designs.
  20. If that is the case, that's quite the shame. Sentinal is probably one of the most redundant/game breaking AT's in the game.
  21. I won't lie. This is an injustice, both Instigator's are great designs, and fit into the one other missing AT slot other than Melee-Fender, Ranged Tank. As much as I want a Melee-Fender it would be a shame if neither Instigator made it any further simply do to that. Especially with how much more feasible it would be to see in game.
  22. O-O How am I beating Instigator, but can't get a lick of useful feedback... I know my design ain't that good.
  23. Was not expecting to get this far... It's the Captain America GiF isn't it. Next round Protector is going up against the instigator though, a challenge I fully expect to lose. Though I might win simply off the fact that Take Two is much better than the original which while good isn't as nice. Anyone got any last minute suggestions to help me even the playing field?
  24. Ok, that is a good point... Still a pretty solid combo. But I can see where that might become troublesome.
  25. I kind of disagree with the notion people will complain abou the tactician more than the MM due to not having buffs, as CC is just as if not arguably more important. It's probably the best alternative mastermind idea I have seen really.
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