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  1. My bad. Fair point. I just dropped the BONUS with the only idea being what would be slotted for befit of healer V damage dealer. My bad. Didn't know it could be converted. "Nice try"? Just a suggestion, my dude. My point was to have BONUS listed based on role: Healer/Support V Damage Dealer. Bonus 2 could be 1%, or replaced with something else like Increases Recovery by 2.5%. That is not the intention. I see how you reach that idea as there's no FOE effect listed in most powers that slot HEAL. But yeah, guess it should be a Accurate Heal set that focuses more on the DMG than HEAL, or as someone else suggest, change the PROC. (Not Edit: no idea. But for future reference, I'll file this under: Don't Know; Don't Care; for, as you say "I'd swear..." then I'd swear I would have pointed out a similar thing.)
  2. Already can. I have a stalker with 2xPurple, and 4 slots with chance for...for a high damage alpha strike from the shadows. Hetacomb x 2 (chance for), Meko Bite (Chance for), Touch of Death (Neg Energy DMG), and 1 more Chance for [KD/Disorient]. I commonly drop 2 Chance for [DMG] in almost every AOE offensive power. Arcane Bolt with Arcane Power active and slotted with Apocalypse (Chance for...0 x4 and Gladiator's Javelin (Chance for...) x2 can be a powerful strike. The idea of the secondary role is for a heal power, for example, an Empath spamming Healing Aura with a chance for Psi DMG, where bonus 2 is more beneficial than bonus 5. It's also why the Chance for is Unique to make sure it's not exploited like slotting it everywhere in Empath, Regen, Bio. And why bonus 5 and 6 are to boost the set used in offensive builds. We already have that for the Cupid's Crush. I think seasonal limitations on some items is good as it gives a reason to play for longer periods. I think Homecoming should add more sets to season areas. The reason: I believe it'll create more teaming over the season period as farming will only be able to farm those rewards during those events. It's no different than certain badges you can only get during certain events - I believe Winter's Bite use to be like that, but now you can go to the chalet anytime.
  3. The idea of this set is to enhance powers that damage & heal (Soul Transfer, Soldiers, Siphon Life), and a secondary role of a four set for a healing power that can add a damage proc. Also, to restrict availability, the purchase currency is Anniversary Tokens, and sold at designated Anniversary Token NPCs. The Power Paradox Healing Set: their pain; your gain. You inflick damage on your emeies as you heal yourself & maybe your allies. 1. heal/absorb 2. heal/absorb/end reduction 3. heal/absorb/recharge 4. damage 5. damage/accuracy 6. Chance for Psionic Damage (No more than one enhancement of this type may be slotted per build.) SET BONUS 2: Improves the Recharge of all your powers by 5%. SET BONUS 3: Improves the Healing of all your powers by 2% SET BONUS 4: Grants you a 2.5% discount to all Endurance costs. SET BONUS 5: Improves the Damage of all your powers by 2.5%. SET BONUS 6: Improves the Accuracy of all your powers by 5%.
  4. Too true. It made a difference to your start contact, low level arcs, your follow up contact and how'd you get dual and single IOs because origin stores didn't start till SC. I get that. The proc in my example Universal set is weaker than a Chance for [whatever] Damage (which is basically a 2x modifier) by restricting it to base damage. But I hope the bonuses would be a variety of bonuses and some unique to origin and set type, for example, Travel + Natural = KD: Spring Foot + Natural = Chance for Hard Landing which is type of Takeoff from the Force of Will, but the tech it's Defence + tech = KD: Karma + Tech = Chance for Auto Defense which is a basic Repulsion Field from Force Field. Maybe make the formula Set + Origin + Modifier whereas the modifier is a % of health, using the previous example: Spring Foot + Natural + OnLanding; Karma + Tech + HP>15.01%
  5. I thought I conveyed that in the Jaunt example that in time their would be - technically - six different sets of Jaunt: one (three set vanilla), five (four set of origin). Sorry I didn't expand on that; but if all six sets convey the same proc, then what's the point of it being Origin and not just a new set? If you meant six sets of the Origin Booster, the reason for the PROC is in the Set Bonus is because of how catalyzing works - from what limited knowledge I have of the code. The idea is to increase the PROC's percentage damage chance when catalyzed and only rewarded with the full set.
  6. You do have some valid points. I do say it's to add another layer of complexity. The concept of Origin Boost (Origin Power) already exist in game with starting Prestige Attack, and Nemisis Staff and Black Wand, and I just used a defining system where the type of damage/proc can change per set. (To some, Magic and Science are not opposite, as they hold the opinion yesterday's magic is today's science.) Shield Charge, Spring Attack are technically a TP, and Combat Teleport adds a ToHit Chance. We cannot slot seven, hence, the player has the option of slotting six of seven enhancements without losing Set Bonus, the question is do you want to slot the Origin Boost or power boost be it accuracy, MEZ, recharge, whatnot. The "change sucks" argument is usually a non starter for me as we all grow up with change but decide - like a Mennonites - progress is bad (as some type on their new smartphone); for example, there are features that exist on my 2001 sports bike that I wish I had on my 1978 cruiser - and I wish they were both electric as electricity is much cheaper to run and maintain; and it happens all the time in Games. I recall returning to STO and KIT changes, and adding new levels (ultra rate) to what was the top tier equipment (and that's when I paid real money); DCUO use to do it all the time. I think there were time, when paying a sub for this game, I was given a respec due to power/AT changes (granted, I may be thinking of DCUO as they made plenty of changes in the beginning when paying real money). You have some valid points. I too go back and forth. Indecisiveness and second guessing SUUUUUCKS! Concept is not restricted to RP as I've built toons based upon desire, concept; for example, I have a Tank who's whole design concept of holding aggro via KB/KD which is why I use Shield, SS, SJ as base. I prefer FLY, and not having to slot a KB to KD taking a slot away from taunt, recharge, accuracy whatnot.
  7. I was thinking of a Universal Damage set that took advantage of the Origin. I was originally going to go with the Origin damage type based on Origin Powers, but changed it as to me Tech is Lethal (metallurgy: guns, knives, that fork your (partner/spouse/parent/kid/friend/crazy aunt) spears you with at the dinner table for chewing with your mouth open), Natural is Smashing (Fist, sticks and stones, your weighted blanket), and Magic and Science as opposites. But the Bonus Proc is added to the Set Bonuses and difference in Superior is bold underlined. Universal Damage Set Origin Booster is a Universal Damage, attuned enhancement set obtained from Reward Merit Vendors. It is available in the 10-50 level range. Accuracy/Damage (limited to one per build. unique) Endurance/Recharge (limited to one per build. unique) Accuracy/Damage/Endurance (limited to one per build. unique) Damage/Endurance/Recharge (limited to one per build. unique) Accuracy/Damage/Endurance/Recharge (limited to one per build. unique) Damage/+4 Knockback Protection (limited to one per build. unique) Two enhancements improves your Regeneration by 12%. Three enhancements improves the Damage of all your powers by 3%. Four enhancements increases maximum Health by 1.5%. Five enhancements increases Energy and Negative Energy Defense by 2.5%. Five enhancements increases Ranged Defense by 1.25%. Six enhancements Origin Boost adds a chance of causing secondary DoT(Based on Origin) damage. This effect will trigger approximately 4.5 times per minute. Its minimum proc chance ranges from 11.75% to 90% of Slotted Power's Base Damage. Magic Origin: Negative Energy Damage Mutation Origin: Toxic Technology Origin: Lethal Natural Origin: Smashing Science Origin: Energy Superior Origin Booster is an attuned enhancement set obtained by catalyzing the standard Origin Booster Enhancement set. It is available only at level 50 Two enhancements improves your Regeneration by 12%. Three enhancements improves the Damage of all your powers by 3%. Four enhancements increases maximum Health by 1.5%. Five enhancements increases Energy and Negative Energy Defense by 2.5%. Five enhancements increases Ranged Defense by 2.50%. Six enhancements Origin Boost adds a chance of causing secondary DoT(Based on Origin) damage. This effect will trigger approximately 4.5 times per minute. Its minimum proc chance ranges from 23.50% to 100% of Slotted Power's Base Damage. Magic Origin: Negative Energy Damage Mutation Origin: Toxic Technology Origin: Lethal Natural Origin: Smashing Science Origin: Energy Long Term Strategy/Benefits If this proves to be popular, or implemented, then I would suggest manipulating existing sets by adding a new enhancement and making each set unique and one per build. For sets that are three to five enhancements, it would increase one without adding too much complexity for the player; however for fulls sets, the player has the option of slotting six of seven enhancements without losing Set Bonus, for example: Volley of Velocity to Natural Smashing Volley where the first three would be the same, but add a fourth enhancement Natural Smashing Volley: Change for Natural Smashing Damage (limited to one per build. unique) where if Origin is Natural, then add a chance to inflict minor smashing damage upon your target(s). This effect will trigger approximately 3.5 times per minute. Its minimum proc chance is 10.25%, and its maximum is 90%. Jaunt to Mystical Jaunt and Quantum Leaper: Mystical Jaunt adds a fourth enhancement Mystical Jaunt: Chance for Negative Energy Damage (limited to one per build. unique) where if Origin is Magic, then add a chance to inflict a PBAoE Negative Energy Damage proc. This effect has a 33.33% chance of triggering. Its minimum proc chance is 10.25%, and its maximum is 90%. (The idea is to make a TP power into a shield charge (wipes drool from mouth think of a magical melee toon with Shield Charge, Spring Attack and Combat Teleport - or Team Teleport and drop the whole team on Clockwork King's head!)) Quantum Leaper adds a fourth enhancement Quantum Leaper: Scientific Adeptness (limited to one per build. unique) where if Origin is Science, then add an additional 50 feet to base teleport range. Blood Mandate to Mutagen Blood Oath where the first six would be the same, but add a seventh enhancement Mutagen Blood Oath: Chance for +ToHit (limited to one per build. unique) where if Origin is Mutant then add a chance for a 6% bonus to ToHit chance for 90 second. This effect will trigger approximately 1.5 times per minute. Six benefits of this strategy can be rolled out over time adds much needed new material to the economy for those with an abundance of Merits and Infulence adds a new complexity and enjoyment to builds and Role Players can use existing Icons would need minimal rework (add a small circle with the Origin symbol to one of the points of the enhancement icon, for example, Mystical Jaunt would be the Jaunt Icon with a small Magic Origin symbol on the top point, and Quantum Leaper would be the Jaunt Icon with a Science Origin symbol on the bottom point.) adds a new layer to distinguish Homecoming CoH adds a new layer for players who use the Multiple Builds systems Incarnate Boost Incarnate is considered an Origin, and could consider adding as a sixth boost option that would only activate at vets levels (like incarnate powers which stop being available when playing at lower levels), and a very minor boost after certain vet levels, for example, a proc chances of 10.25 would increase by .01% at each level 50 increment (Vet level 500 would increase the proc chance from 10.35)). Yeah, I see you farmers wiping the drool from your mouth this time.
  8. I'm going by the Homecoming Wiki Sight under Status Effect > Terrorize (Fear): https://homecoming.wiki/wiki/Status_Effect
  9. I agree that Fear is an under represented MEZ. I do feel Fear as a control is accurately represented: coward, flail, run away.
  10. I think of fear as the panicky kid just flailing their arms at you in hopes of getting a hit, or running away. Fear has that two types of affects: Terrorize (Fear): Target will tremble in fear. Once every five seconds if the target receives damage, the effect will break for a short time before being re-applied. The target may use this temporary reprieve to either (1) attack once or (2) run a short distance away.
  11. The Idea is a rework of the Dark Powersets and a existing IO Set for Fear, and inspired by characters like Scarecrow, Dweller-in-Darkness, Nox, Silver Banshee. The Phobia Powerset would be reworking the ranged sets Dark Blast, Dark Miasma and replace MEZ, Immobilize, Confuse (not sure if this is a MEZ) and ToHit Debuff to Fear. Some examples: Petrifying Gaze to Overwhelming Fright, and replace HOLD with FEAR; Twilight Grasp to Demonic Drain and replace the (ACCURATE) ToHit Debuff with Fear. The Trepidation Powerset would be the reworking the melee and defensive sets Dark Melee, Dark Armour. For the melee set the same principle as the range sets; for the defence, it would letting Fear be slotted where Taunt can be slotted and replace some MEZ, Immobilize, Confuse with Fear like Oppressive Gloom and Soul Transfer. The Very Rare IO Set Demoralizing Stance is reworking the Coercive Persuasion to change Confuse/Confusion to Fear The Rare IO Set Suffering Pang would be a reworking of Unspeakable Terror with the same Set Bonuses but it would be from lvl 20 - 50, and Accuracy/Recharge would be Accuracy/Damage and Accuracy/Endurance would be Damage/Endurance.
  12. The Battler is a ranged combatant with strong protective powers and moderate protection against control powers. Sturdier than an Antagonist, it also has the ability to attract enemies to avoid being overwhelmed. The Antagonist is a ranged combatant with moderate protective powers and weak protection against control powers. Sturdier than an Sentinel, but easier to control than a Sentinel and Battler. This is based on the Tank > Brute > Scrapper relationship, but for ranged where the relationship would be Battler > Antagonist > Sentinel. Besides balancing the primary and secondary, there would be a range reductions too with Battler having the shortest range. For arguments sake, Antagonist's range is between 60%-50% the Sentinel's range with reduced DPS but a defence stronger than a Sentinel, and Battler is 35%-25% of Sentinel's range with a weaker DPS and a defence stronger than a Antagonist. Battler would not have access to sniper sets and range buffer is capped, and Battler would have access to Taunt (replace the Sniper with a taunt power) with a multiplier somewhere between Brute and Scrapper. The Primary and Secondary powersets would be the same as Sentinel, but Battler's Primary is the Sentinel's Secondary and Battler's Secondary is the Sentinel's Primary.
  13. I like that idea too: Raging Atta (increase his size) after X number of troll ravers killed.
  14. I just did the Maria Jenkins, and sort of the same - basic repeat missions with some map changes, but I didn't get Take Out Nightstar till I ran through 1/2 - maybe 2/3 of 6.1 to 6.11 (some before 45, but the rest not till 45). Maybe they could take the Tina Macintrye missions from 6.4 to 6.11 and bundle them into a low level (15+) Neutropolis Pretorian TFs?
  15. Mercy Island: Pestilential Enemy Type: Infected Summon: Completing the Weird Science Story Arc or Ouroboros TF Powers: Within the Infected Powers. NOTE: Can be a basic reskinning of Adamastor, or one of the Infected Bosses. Port Oakes: Eye of The Leviathan Enemy Type: Coralax Summon: Completing the Operative Renault Strike Force. Powers: Already Defined NOTE: "This massive eye dominates the Temple of the Waters. Some say the eye is part of a gargantuan beast who slumbers under Sharkhead Isle" But "some" got it wrong! Appear for 5 minutes after the SF is complete if not attacked around Port Oakes southern coast. (Same principle as Jurassic who is in the Numia TF in Eden, but appears in Crey Folley) Founder's Fall: Kronos Class Titan Enemy Type: Malta Summon: Change it to appear after completing the Dr. Kahn Task Force. Powers: Already Defined Bloody Bay: Shivan Obliterator (DIB) Enemy: Shivan Summon: When 8 players complete gotten the Shivan Shard in a 24 hour period. Powers: Already Defined NOTE: Can be summoned multiple times in a day, but for every 8 players that have completed the mission from the (Evil) Scientist. For argument sake, if 7 players get the Shivan Shard by 23:59 GMT, the counter is reset to 0; if 16 players get it before 23:59 GMT, the GM is summoned twice. I also like this as it would create more PvP situations; for example, 5 Heroes and 3 villains show up, beat the GM but also do damage to each other, then can run or fight after the GM is down. If this can be done, and gives the PvP community some extra incentive, then the same can be one summon Paladin in Siren's Call for Battle for Siren's Call, and https://homecoming.wiki/wiki/Arachnos_Flier in Warburg for Missile Launch Mission.
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