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GenesisMan

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Everything posted by GenesisMan

  1. There is no mez protection toggle in these examples, not sure to what you're referring. Side Note: I reworked the inherent to work like Domination, including the added mez protection for the duration. This was already the direction I was leaning so that the power boost effect wasn't perma in combat, but the need for added mez protection (every AT gets something after all) sealed the deal. Guardians are a bit of a jack-of-all trades, but master of none, so I expect several powers would need to be adjusted, Fire Imps (and several other pet options) definitely fall into that category.
  2. One additional note: Ancillary Power Pools for Guardians Similarly to the support secondary, I mocked up a template for Guardians' APPs: N Mastery 1 ST Ally buff/foe debuff 2 Self utility 3 Basic self shield 4 Ranged AoE/Cone 5 Toggle Most thematic sets have enough to make this work. So building on the /thermal example above, Fire Mastery would look like this: Thaw Consume Fire Shield Fire Ball Hot Feet
  3. The ability to add a NPC tied to your character. Whenever that character logs into the base, all instances of these doppelganger(s) would be hidden for the duration. Let's the base feel full of SG members, even when they're absent for a time. Fixed pet/npc pathing in bases as they have a lot of trouble following at the moment. Based on the above fix, it would be awesome to have wandering NPCs, likely on a set motion path.
  4. In light of the delightful remix that is the Sentinel AT, I have been thinking of a new archetype for the game. I have seen others mention the general idea below before, so if there are other threads already covering this, I'd be very interested. In general, I am not a numbers guy. This is a thought exercise and the numbers would need to be developed and scrutinized by those with the technical know-how. Anyway, here is my current idea for a new AT... Guardians. Any feedback would be most welcomed! Guardians live to protect, and as a Guardian, you will revel in supporting your fellow hand-to-hand combatants. With moderate offensive power sets designed to inflict damage and moderate support powers to aid your team, you're the most balanced melee-centered support there is. Protracted battles focus your energies to support your team, making your heals, controls, buffs, and debuffs more effective. You do lack true combat defenses, so you may be vulnerable to being overwhelmed without allies to cover you. The Guardian's power sets are: Primary: Melee Secondary: Support The Guardian has Medium Hit Points and Medium Damage. Inherent Power Prowess - Each blow a Guardian lands increases the potential of the secondary effects of their powers. A Guardian's Prowess level is shown by an orange bar between Endurance and Experience Points. It rises each time they attack and rises faster if the Guardian has more teammates. This is a mild effect with one or two teammates, but on a large team Prowess can be brought from 0 to over 90% with fewer than ten attacks. The Prowess level falls very slowly when not used, and falls to zero after 90 seconds of being activated. When a Guardian activates their Prowess, their powers' effects like disorients, holds, immobilizes, heals, defense buffs, endurance drains, knockbacks and more, are all slightly improved for a short time. They will also gain significant protection again controls for the duration of the Prowess effect. Edit: Updated the inherent to work like that of a Dominator so that mez protection could be worked into the build (they were missing that protection otherwise). Primary Power Sets The primary power sets will be almost direct copies of the Brute/Scrapper primaries, with a couple of power replacements and modified numbers. Guardians are not typically great at burst damage, so Build Up effects are replaced with a new power, Abate. They also have other crowd control options, so Taunt/Confront effects are replaced with an ally/pet placate similar to Smoke Flash. Abate - When this power is activated, you focus your fighting prowess to find a weakness in your foe's defenses to your attacks. By sharing your knowledge of the target's weaknesses with your teammates, you effectively reduce their resistance to damage. The type of resistance that is weakened is related to the base damage type of your melee powerset. Distract - By intervening on a pet or ally's behalf, you can distract foes attacking them. The Distraction will allow your ally to Placate their nearby foes, and makes them stealthy and hidden for about 10 seconds. Requires the same prompt used for teleport-other powers. War Mace Bash Pulverize Jawbreaker Abate: Ranged Foe -Res(Smashing) Clobber Distract Whirling Mace Shatter Crowd Control Secondary Power Sets The secondary power sets are a mix of controls, buffs, debuffs, and heals mixed thematically from other sets. With Prowess in mind, very few, if any, toggle-based powers are present as the scaling values could easily make them overpowered. Each secondary set has a Warrior power, imbuing their attack powers with an additional secondary effect for a time. The general template I'm using for a secondary set is as follows: Single-Target Immobilize Heal/Buff/Debuff Single-Target Hold Warrior Click Power Sustain Power (from Blaster secondaries) AoE crowd control AoE buff/debuff AoE buff/debuff Pet I tried a bunch of different combinations of existing powersets, and this felt like the most balanced way to achieve these sets for Guardians. Using the template above, I was able to get a decent set for Ice, Fire, Radiation, Electricity, Nature, Storm, Dark, and Devices. Here's an example of the fire set, Thermal Protection. Thermal Protection Ring of Fire Warmth Char Fire Warrior - While active, most of your attack powers have a chance for additional fire damage over time. Cauterizing Aura Flashfire Blazing Shields - Combination of Thermal and Plasma Shield powers with lower base stats. Melt Armor Fire Imps I can list out the other sets I mocked up later, but as the Guardian's secondary is the most different from other sets, I thought it would be better to tweak the formula as needed first. Again, all feedback is welcomed!
  5. Personally, I can't see dropping Cutting Beam as it's one of the few built in AoE attacks in the primary. Granted, my br/dev blaster is only at 42, so I might change my mind post-50.
  6. That's all great to know. I assume base overhauls for things like better storage and pathfinding AI are out of the question at the moment, but hopefully one day! 😬
  7. Hey all, new to this thread so forgive me if my questions/requests are redundant. Out of curiosity, is anyone on the Homecoming team dedicated to the base builder? It's one of my favorite aspects of the game and I would love to see it updated over time. My requests: A marketplace terminal, item, and/or NPC (since the /ah command doesn't work in bases). An AE terminal and contact. The ability to add a NPC tied to your character. Whenever that character logs into the base, all instances of these doppelganger(s) would be hidden for the duration. Let's the base feel full of SG members, even when they're absent for a time. Wondering NPCs, likely on a set motion path.
  8. Wow, thanks all for the replies and feedback! I appreciate it. I updated my suggestions based on what several of you had to say. I don't think I expected so many different takes on the powerset's state, or even that some think it's okay as is. Anyway, here's a quick list of the stuff I changed, you can see the full details in the first post. Reconstruction is now a combo heal and absorb over time power. Modified the activation timing to be quicker than the animation speed. Resilience now resists -rech and -regen effects (now one of three powers with -regen resistance). Increased damage resistance slightly. Dropped the +HP. Dull Pain would also have its activation timing to be quicker than the animation speed. Integration gets additional -regen resistance. Muster Resolve shelved due to feedback. Reinvigorate takes Muster Resolve's place. Click power that grants +rech and a large -debuff resistance, including -regen resistance. No current changes to Instant Healing, though I suspect any changes would be a numbers game and not any actual mechanical changes. No current change to the Revive/Inexorable power, though I do like the overall suggestion that the power works when alive as well (hence my current suggestion). Thoughts? What still needs tweaking? Also, several of you mentioned very specific numbers changes which might be valid, but I can't really comment on that. Not a numbers guy, yadda yadda. If this powerset ever does get updated, I know that number tweaks will be a big part of it, but I think I was more focused on giving the set an identity update.
  9. Thanks! I agree, tweaking the set to improve it without making it OP (as it was in the early days of Live) is tricky. Some powers definitely have room for a few slight improvements, but again... tricky. I think a scaling +rech rate on Reconstruction and maybe Dull Pain, where the scale is based on how low your HP is MIGHT work, but I hesitate on that. Edit: Instant Healing as a toggle might be good, but the regen rate would have to be dropped enormously... unless it worked like the current phase shift, where you can only maintain it for so long... hmmm.....
  10. Hello all! As many can attest, the Regen secondary for Scrappers (and by extension other ATs) is vastly under-performing. The numbers tweaks in the past definitely did the powerset harm, but the more recent sets like Bio Armor and even Willpower outperforming Regen at what it's supposed to be the best at is... a little sad. So I thought I'd start a thread on making suggestions/tweaks/improvements. I'm surprised I didn't see a thread already started for this, though I'm guessing I just missed it. Anyway, take a look and let me know what y'all think! Disclaimer: I am not a numbers guy. The power of regen could be entirely made or broken by its numbers (which as far as I recall is exactly what happened to the powerset). If numbers tweaks are all that's needed, these ideas won't mean much. However, I am of the opinion that the powerset is too focused on only one defensive toolset, which is eclipsed by nearly every other survival powerset. With that in mind, here are my ideas: Old Regen Fast Healing Reconstruction Quick Recovery Dull Pain Integration Resilience Instant Healing Revive Moment of Glory New Regen Fast Metabolism - Merge the Fast Healing and Quick Recovery passive powers into one. No number changes. Reasoning: Three slots devoted to passive boosts is too much for this set. Merging the powers gives a little wiggle room for changing the powerset without making it worse. This basically becomes a suped-up Physical Perfection, which seems completely fine for a tier 1 power. Adds slight complications to slotting, but neither of the original powers were heavily-slotted anyway. Reconstruction - Changes the power to a heal and absorb over time effect. Lower the activation time of the power so that it doesn't have to wait for the animation to finish. Reasoning: Adding a HoT effect without dropping the overall heal amount just makes the power feel more in line with what the set is trying to do (always healing). Not a huge mechanical difference, but helps separate it from other sets' heals. Adding absorb here also helps deal with alpha spikes. Edit: Credit to kelika2 for the HoT idea. Credit to Sarrate for suggesting absorb be moved from Dull Pain to Reconstruction. Credit to 0th Power for suggesting the animation/timing issue, a problem I wasn't aware of. Resilience - Moved when power becomes available. Adds a resistance to slow and -regen effects. Increase resistance slightly. Reasoning: The original passive doesn't do enough on its own, and comes far too late in the build. The added slow resist shores up what I see as one of the an unintended weaknesses of the set. If your recharge rate bottoms out, your heals can't recharge. Then you die. Not a fan. Edit: Credit to kelika2 for the -regen resist idea. Dull Pain - Lower the activation time of the power so that it doesn't have to wait for the animation to finish. Reasoning: Sarrate makes a good point that absorb is better suited for Reconstruction, so I have moved that feature. Credit to 0th Power for suggesting the animation/timing issue, a problem I wasn't aware of. Integration - Add additional -regen resistance, no changes otherwise. Reasoning: Some insurance that your main survival tool won't be completely gutted in some situations. Edit: Credit to kelika2 for the -regen resist idea. Reinvigorate - New click power. On activation, you gain a moderate +recharge boost and large -debuff resist (Disorient, Hold, Sleep, -To Hit, -Def, -Res, -End, -Regen, -Recovery) for the duration. Reasoning: Take 2! I scrapped the Muster Resolve idea, mostly because the feedback on scalability not being needed was a very valid point. I also think a more readily-available absorb in Reconstruction is enough for the set. Instead, I looked towards something that would have synergy with all of the set's click powers, recharge! Basically this will be a Hasten-light, more analogous to the Electric Armor passive, Lightning Reflexes. I added the debuff resists at Leogunner's excellent suggestion. I'm not 100% certain that every debuff is covered, but hit the major ones that made sense. Any suggestions? Edit: Credit to Leogunner for the -debuff resist idea. Instant Healing - *No current changes. *Disclaimer: Okay, I'll be honest, I didn't realize this power was so hotly contested, nor was I aware the numbers were so wonky (the recharge vs duration times are nuts!). There are a lot of ideas on this power, and I can totally see making tweaks to this power, but that might require a poll or further consensus. For Reasoning: The recharge time vs duration is such a vast gap, though I understand why they are set this way. The devs (imho) over-corrected when they changed this from an OP toggle. My hope is that Reinvigorate somewhat makes up for these issues, though the numbers may need tweaking anyway (again, not a numbers guy). Inexorable - A modified (better numbers more in line with a non-pool power) port of the Presence power Unrelenting. Reasoning: This is actually more of a personal preference, but I think the original Revive power is boring, and would only get used if the entire powerset gets overwhelmed. Making it a moderate to strong boost to stats while alive, while still keeping the resurrection aspect seems to be a better fit for the powerset. It should definitely keep debt and damage protection for a short duration once revived. Moment of Glory - No current changes. Reasoning: I don't see any particular issues with this tier-9, other than its necessity speaking to the overall weakness of the rest of the set. That's all for now!
  11. I know there were some stabs at Illusion Control for Dominators a few pages back, but I added my own take on the powerset below. Let me know what y'all think. Illusion Control - Menace - Single target fear, moderate psi damage, with a chance for a small AoE sleep (same effect found in Blind). Uses same animation as Spectral Wounds. Sleep AoE not impacted by Domination. - Blind - Taken from Controller version. Sleep AoE not impacted by Domination. - Deceive - Taken from Controller version. - Superior Invisibility - Taken from Controller version. - Distract - Ranged (Cone), -To Hit, Sleep, Confuse, -Perception > Replaces Group Invisibility with a copy of the Ninjitsu power Blinding Powder. - Harrowing Visions - PBAoE Fear, -To Hit, Moderate Psi damage > A slightly tweaked, beefed up copy from the Presence power pool. Adds -To Hit and moderate psi damage. - Spectral Army - Summon Decoys > The Spectral Army's Decoys can be dealt damage (still can't be buffed or healed), but have the Intangible ability (a la Carnival of Shadow's Illusions). > Like the Carnies' Illusions, these Decoys also have the on-defeat power Psychic Visage (Post Death Special, Point Blank Area of Effect) Foe -Endurance > Lower the Decoys' dps by 10% - Flash - Taken from Controller version. - Phantasm - Taken from Controller version.
  12. I can totally see your critiques. My concern with a st-hold in this context is there is only one power that fits that description, which controllers already have access to in their secondary. I figured a st-stun would fit a similar role without direct duplication being an issue. <shrug> I figured that a stun that requires a corpse wouldn't be a great opener, but that's why I figured the "taunt bomb" power would be the opener more often than not. I would love to give time control a more nuanced design, but didn't see many other options to recycle from. Any suggestions?
  13. Time Control - Time Wall: a copy of the blaster secondary Temporal Manipulation power, minus the "Delayed" effect. Adds moderate DoT (Energy/Cold) - Shocking Revelation: a ranged copy of the Energy Melee > Stun power. - Temporal Barrier: an AoE version of Time Wall. - Ageless Insight: an adapted copy of Soul Drain. Still PBAoE, no damage, adds fear, +to hit to player per target. - Reaction Time: a copy of the blaster secondary Martial Combat power. - Visions of Tomorrow: highly modified copy of the Arachnos Soldier > Omega Maneuver. Strong taunt aura, then detonates causing moderate smashing/psionic damage and leaves some enemies confused. - Time Dilation: ranged AoE version of Time Manipulation > Time Stop. - Release Potential: a modified copy of the Warshade power Unchain Essence. Slightly lower damage in the form of Energy damage and an increased stun duration more in line with other controller stuns. Can use the "nuke" effect from the costume change emote. - Paramount: you summon a version of yourself from the future where you have achieved your greatest potential. Uses a single "Mirror Image" version of the Phantom Army power. Melee pet with copies of Time Wall, as well as the Aging Touch, End of Time, and Future Pain powers from the blaster secondary Temporal Manipulation set.
  14. Hello all! I would love some thoughts/critiques on my dark melee/bio armor build below. I am usually pretty good at maxing out stats in more focused builds, but the layered nature of /bio and the nuances for dm/ (both are new to me) makes it feel a little like I'm spreading out the benefits a bit thin. Thoughts? Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Venom: Level 50 Science Brute Primary Power Set: Dark Melee Secondary Power Set: Bio Armor Power Pool: Leaping Power Pool: Speed Power Pool: Fighting Ancillary Pool: Soul Mastery Villain Profile: Level 1: Shadow Punch -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(3), TchofDth-Dmg/Rchg(9), TchofDth-Dmg/EndRdx/Rchg(37) Level 1: Hardened Carapace -- StdPrt-ResDam/Def+(A), TtnCtn-ResDam(5), TtnCtn-ResDam/EndRdx(11), TtnCtn-ResDam/Rchg(34) Level 2: Smite -- TchofDth-Acc/Dmg(A), TchofDth-Acc/Dmg/EndRdx(3), TchofDth-Dmg/EndRdx(9), TchofDth-Dmg/Rchg(37) Level 4: Environmental Modification -- Rct-ResDam%(A), Rct-Def(5), Rct-Def/EndRdx(11), Rct-Def/Rchg(48) Level 6: Shadow Maul -- BrtFur-Rchg/Fury(A), BrtFur-Acc/Dmg(7), BrtFur-Dmg/Rchg(7), BrtFur-Acc/Dmg/Rchg(40), BrtFur-Dmg/EndRdx/Rchg(40), BrtFur-Acc/Dmg/EndRdx/Rchg(50) Level 8: Super Jump -- Jump-I(A) Level 10: Adaptation Level 12: Siphon Life -- TchofDth-Acc/Dmg(A), TchofDth-Dmg/EndRdx(13), TchofDth-Dmg/Rchg(13), TchofDth-Acc/Dmg/EndRdx(15), TchofDth-Dmg/EndRdx/Rchg(42) Level 14: Inexhaustible -- Prv-Absorb%(A), Prv-Heal(15) Level 16: Ablative Carapace -- DctWnd-Heal(A), DctWnd-Rchg(17), DctWnd-Heal/Rchg(17), DctWnd-Heal/EndRdx/Rchg(34) Level 18: Dark Consumption -- SynSck-EndMod/+RunSpeed(A), SynSck-Dam/Rech(19), SynSck-EndMod/Rech(19), SynSck-Dam/Rech/Acc(23), SynSck-Dam/Acc/End(23) Level 20: Evolving Armor -- TtnCtn-ResDam(A), TtnCtn-ResDam/EndRdx(21), TtnCtn-ResDam/Rchg(21) Level 22: Combat Jumping -- ShlWal-ResDam/Re TP(A) Level 24: Spring Attack -- Mlt-Acc/Dmg/EndRdx(A), Mlt-Dmg/EndRdx/Rchg(25), Mlt-Dmg/Rchg(25), Mlt-Dmg/EndRdx(46), Mlt-Acc/Dmg(48) Level 26: Soul Drain -- Arm-Dam%(A), Arm-Acc/Dmg/Rchg(27), Arm-Acc/Rchg(27), Obl-%Dam(31), Erd-%Dam(31) Level 28: DNA Siphon -- Mlt-Dmg/Rchg(A), Mlt-Dmg/EndRdx/Rchg(29), TchoftheN-Heal/HP/Regen/Rchg(29), TchoftheN-Acc/Heal(46), TchoftheN-Acc/EndRdx/Rchg(48) Level 30: Hasten -- RechRdx-I(A), RechRdx-I(31), RechRdx-I(42) Level 32: Midnight Grasp -- UnrFur-Rchg/+Regen/+End(A), UnrFur-Acc/Dmg(33), UnrFur-Dmg/Rchg(33), UnrFur-Acc/Dmg/Rchg(33), UnrFur-Dmg/EndRdx/Rchg(34), UnrFur-Acc/Dmg/EndRdx/Rchg(50) Level 35: Genetic Contamination -- FuroftheG-ResDeb%(A), FuroftheG-Acc/Dmg(36), FuroftheG-Dam/Rech(36), FuroftheG-Dam/End/Rech(36), FuroftheG-Acc/End/Rech(37) Level 38: Parasitic Aura -- DctWnd-Rchg(A), DctWnd-Heal/Rchg(39), TchoftheN-Acc/Heal(39), TchoftheN-Heal/HP/Regen/Rchg(39), TchoftheN-Acc/EndRdx/Rchg(40) Level 41: Soul Tentacles -- Ann-ResDeb%(A), Ann-Acc/Dmg(42), Ann-Dmg/Rchg(43), GrvAnc-Acc/Rchg(43), GrvAnc-Acc/Immob/Rchg(43) Level 44: Taunt -- MckBrt-Taunt(A), MckBrt-Taunt/Rchg(45), MckBrt-Rchg(45), MckBrt-Taunt/Rng(45), MckBrt-Taunt/Rchg/Rng(46) Level 47: Boxing -- Acc-I(A) Level 49: Tough -- GldArm-3defTpProc(A), GldArm-ResDam(50) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Fury Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- EndMod-I(A) Level 10: Defensive Adaptation Level 10: Efficient Adaptation Level 10: Offensive Adaptation Level 50: Resilient Radial Paragon Level 50: Mighty Core Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Arachnos Core Superior Ally Level 50: Ageless Radial Epiphany Level 50: Assault Radial Embodiment ------------
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