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Everything posted by Canadian Anvil
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Universal Damage Set: Origin Booster
Canadian Anvil replied to Canadian Anvil's topic in Suggestions & Feedback
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% -
Universal Damage Set: Origin Booster
Canadian Anvil replied to Canadian Anvil's topic in Suggestions & Feedback
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. -
Universal Damage Set: Origin Booster
Canadian Anvil replied to Canadian Anvil's topic in Suggestions & Feedback
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. -
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.
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Fear Based Powersets & IO Sets Suggestions.
Canadian Anvil replied to Canadian Anvil's topic in Suggestions & Feedback
I'm going by the Homecoming Wiki Sight under Status Effect > Terrorize (Fear): https://homecoming.wiki/wiki/Status_Effect -
Fear Based Powersets & IO Sets Suggestions.
Canadian Anvil replied to Canadian Anvil's topic in Suggestions & Feedback
I agree that Fear is an under represented MEZ. I do feel Fear as a control is accurately represented: coward, flail, run away. -
Fear Based Powersets & IO Sets Suggestions.
Canadian Anvil replied to Canadian Anvil's topic in Suggestions & Feedback
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. -
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.
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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.
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I like that idea too: Raging Atta (increase his size) after X number of troll ravers killed.
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Tina Macintyre - Mission Reworks?
Canadian Anvil replied to Lockely's topic in Suggestions & Feedback
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? -
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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Just an idea of something that can be added to the Valentine Event over a few years. The Idea is a two piece set (a couple) that is attuned from level 15 to 50. Only one enhancement can be slotted. HUG YOU TO DEAD Set Category: Hold 1. Chance For Smashing Damage 2. Accuracy/Hold Duration Set Bonus (2): Improves all Mez Effects by 1.0% COME 'ERE, YA LUV MEH Set Category: Taunt 1. Chance to Recover Endurance 2. Accuracy/Range Set Bonus (2): Improves All Taunt Duration by 2.0% ALWAYS FAITHFUL Set Category: Pet Damage 1. Resist to Hold (All Pets when near You) 2. Endurance Reduction/Recharge Set Bonus (2): Improves Psionic Defense by 1.5% TAKE CUPIDS ARROW FOR YOU Set Category: Resistance Damage 1. Increase ToHit Debuff by 5% for 90 seconds 2. Resistance/Endurance Reduction Set Bonus (2): Improves Smashing and Lethal Resistance by 4.5% ME? STALK YOU! Set Category: Damage Sets 1. Stealth for 120 seconds on an instant effect power 2. Damage/Endurance Reduction Set Bonus (2): Improves Mez Resistance by 4.5% YOUR NOT GOING ANYWHERE Set Category: Immobilize 1. Improves all Immobile Powers by 2.5% 2. Accuracy/Endurance Reduction Set Bonus (2): Improves the Recharge Time of All Powers by 3.5% WHO'D YOU CALL ME? Set Category: Confuse 1. Chance for Psionic Damage 2. Accuracy/Range Set Bonus (2): Increases Duration of All Confuse Effects by 3.0% YOU MADE RESERVATIONS? Set Category: Fear 1. Chance for Cold Damage 2. Accuracy/Endurance Reduction Set Bonus (2): Chance to HOLD Target (triggers roughly 3.5/minute) GET YOUR HANDS OF MY DATE! Set Category: Melee Damage 1. Chance for Fire Damage 2. Damage/Recharge Set Bonus (2): Chance to Immobilize Target (triggers roughly 3.5/minute) STOP STARING AT MY DATE! Set Category: Ranged AOE Damage 1. Chance for Lethal Damage 2. Damage/Range Set Bonus (2): Chance for Negative Energy Damage CHANGE FOR HAREM Set Category: Ranged Damage 1. Chance for Psionic Damage 2. Damage/Range Set Bonus (2): Small chance for AOE Psionic Damage WE'RE NOT A COUPLE! Set Category: Knockback 1. Convert All Knock Back to Knock Down 2. Damage/Recharge Set Bonus (2): Chance for Melee Range PBAoE Knock Down OMG! OMW! Set Category: Leaping & Sprints 1. Increases all teleport power ranges by 10% 2. Jump/Endurance Reduction Set Bonus (2): Increase the Accuracy of All Powers by 5.0% ON A JET PLANE COMING BACK AGAIN Set Category: Flight 1. Increase Energy, Negative Energy and Mez Resistance by 3.0% 2. Flying Speed Set Bonus (2): Increase the recharge time of all powers by 2.0% JUMPED A BEAT Set Category: Universal Travel 1. Increase Running, Jumping, Flight speed 26% 2. Increase ALL BUT PSIONIC resistance by 2.5% Set Bonus (2): Increase max teleport power ranges by 10%
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Looking forward to checking out my SoA when live. I am and not looking forward to GM changes; e.g., Adam Merit farming is over, and looks like Lusca is about to start. Some future GM suggestions: PvP GM drops; for example, once every one to three hours, Adamastor or the Obliterator spawn by one of the meteor sites in Bloody Bay, or Paladin and/or Babbage in Siren's Call. Team (not league) GM badges based on role diversity; for example, Team Cap au Diable: You and a diverse group of Roguish Villains took down Deathsurge.
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It's limited to dual weapon melee. The connection to nature/unnatural is more about the summoning. The MM's primary is summoning with a (de)buff secondary. This is an offensive primary and secondary, and a dual inherent with a debuff and buff.
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That sucks that never got produced. Now I wonder if Rift got the idea from CoH - be it from a fan, or former developer?
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This Archetype is inspired by Rift's Archetype the Primalist. Based on this idea, it would be a two handed melee, fury and cunning, and a connection to nature, the dead. I was thinking of a powerful melee and decent range, but weak defenses. Unfortunately, this would mean the Archetype would be among the smallest of powerset options. SIDE NOTE: I love using my pets. You can mass them on a single target, or spread them to various targets. For example, fighting Council, I'll send pet(s) after Galaxy who stay in the rear; for Freaks, I send them after Juicers and Stunners. Primary Powerset: Claws, Dual Blades; Katana; Staff Fighting; Titan Weapons Secondary Set: Darkness Control; Modified Beast Mastery; Modified Demon Summoning; Modified Necromancy; Earth Control; Fire Control; Plant Control; Savage Assault The secondary modifications would be, using Beast Mastery, reducing MM Primary sets to two Summons and removing boosting pets stat powers such as Train and Upgrade Beasts: Primary Spirit Animal Call Swarm Ranged, Light DoT (Lethal), Foe -DEF, -SPD No changes Fearsome Stare Ranged (Cone), Foe Fear, -To Hit From Darkness Control Call Hawk Ranged, High DMG (Lethal), Foe -To Hit, Knockdown, -Fly No changes Spore Cloud Toggle (Targeted AoE), Foe -DMG(All), -To Hit, -Regen From Nature Affinity Powerset Call Ravens Ranged (Cone), Moderate DoT(Lethal), Foe -SPD, -DEF, -Fly No changes Summon Lions Summon Lions No changes Fortify Pack PBAoE, Pets +DEF, +Regen, consumes all charges of Pack Mentality No changes Summon Dire Wolf Summon Dire Wolf No changes Wild Growth PBAoE, Team +Res(All), +Regen From Nature Affinity Powerset The primary set would have an Inherent Power Furious Cunning, and work on the Dominator Mechanics. When the bar hits 100%, the click would activate a PBAoE Defensive Debuff, and Team Damage buff.
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I'm not addressing the name again. I already said call it whatever. It clearly states INSPIRED, and already said I don't care what you call it. It's a tertiary debate at best on what is(n't) canon, or, as implied, IMPOSED on others. Because it's all imposed on us from STALKER to CORRUPTOR. With that said, I'm done derailing this debate and moving on to something else. Later all, see you in the game as I fight a centuries old villain with Lex Luther level intelligence in a centuries old metal suit powered by a coal engine in the 21st Century. Cause it's canon!
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I would have suggested using colloquialisms, saying, pop culture from Stich in Time to Edna Mode 😉
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You're exhausting, and 1/2 the reason I don't come to the forums that often. (Because I know full well you're gonna come back with another trolling post and keep nit picking and going off topic till I say, F it! I don't need this.) And this will be the only, possible last time, I engage with you. This is fantasy. All superhero genre is fantasy! It's all inspired by imagination and reworking myths, lore, whatnot. ALL! And it's full of mysticism, (dead) religious tones: Dr. Fate's helmet, Wonder Women is the daughter of a pagan god (who was originally created from clay and prayer), Thor is a pagan god.... Call it Cleric, Monk, Rabbi, Imam, Assistant Bob, or Your Mom. I don't care. I'm a happy atheist. It's an idea that builds on the game mechanics, and introduces a different type of role instead of just recycling and hog pogging powers. So now ignoring you, I'm going to give other reasons for why I'm suggesting this: Tanks, Brutes, Scrappers are fighting for aggro. So why not modify the Taunt system? We have dedicated healer classes, and can make powerful healers even when it's the secondary and can get in close using Power Pools, Patron or Epic. The idea came from my Dark/Titan tank as I've slotted the taunt not to get aggro, but to hold, damage enemies: Perfect Zinger (psionic); Triumphant Insult (disorient). I can constantly use my threat duration to generate bonus damage and hold. But I'm still pulling aggro from Brutes who need it for their Fury, or other Tanks who are better built to take damage. I'm not talking about reconfiguring existing Support types; I'm talking about reconfiguring the Taunt/Threat Duration to new mechanics of exchanging the damage for team/PBAoE buffs, Rez. Those with imagination can see this can lead to other various subclasses like the Ranger INSPIRED mentioned above which would be a sub class of Sentinal that boost damage for Masterminds, Controllers, SoA.
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Never played it, and just looked it up. Some of the Assult and Composition Powersets remind appear like a mix and match from other sets. I guess. But ultimately I'm suggesting reworking the taunt of defense.
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I did think about that, but then it came across as a melee defender. The reason I thought Cleric is because Clerics are melee stomping damage dealing moderate powered spell casters. So you're trading some of that defense for heal/end regen buffs fueled by damage; and you're trading some of your offensive power set damage for a temporary boost to the defensive heal/end regen buffs. I'm also thinking of presenting a D&D Ranger inspired Archetype. The secondary is ranged weapons: Archery, Assault Rifle, Beam Rifle, Dual Pistols. The primary is defensive with two trees: heavy and light armor. Taunt is replaced with team primary/secondary pet damage buff1 (heavy armor) and at level 41 a pet option is unlocked; or Taunt is replaced with a team to hit buff (light armor), and at level 49, two pet option are unlocked. The pet option is based on the defense. For example: Heavy Dark Armor would unlock Summon Demonlins, and Light Dark Armor would unlock Summon Demons, or Summon Prince Demon; Super Reflexes is Ninja; Radiation is Necromacer; Will Power is Beast Mastery; whatever. And an inherent boost Extra Attack would give a team damage buff of X% for Y seconds (can only stack 3 times). 1. Will not buff any pet that is not from a primary or secondary power sets such as Incarnate Pets; Temp Pet powers like the Penelope Yin (Faultline) story line reward.
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I was thinking if it would be possible to create a Cleric inspired Archetypes using, and slightly modifying existing powersets. The primary would be modified defensive powersets, with the secondary being melee weapon powersets, and a Divine Blessing bar (similar to Domination). It's stats would fall somewhere between Tanks and Brutes. The modification would be changing the taunt to a melee range aoe heal, or endurance regeneration, and adding to the Devine Blessing bar. The idea is an archetype with a wide range of the benefits of a defensive powerset while branching into a secondary support/melee damage role. The damage resistance of Invulnerability with minor team heals or end regen as you deal decent damage; or the adaptiveness of Bio Armor, the defenses of Super Reflexes, your Willpower for your team to survive is stronger, your Electric Armor boosts your team's endurance, your Regeneration is rooting in your deity of healing and allows you to keep your team sprits up.... But in the end, if you tank, you meet your deity quickly; you're not a Stalker, a Scrapper, or a Brute, but you're right there with them supporting them with your dogmatic beliefs. Using the Dark Armor as an example, it can become two primary powerset for heal, and endurance regeneration. Dark Healer Converts your DMG/Enemy HP to Team Heals Power Activate Sets Effect Death Shroud Toggle Melee AoE DMG; Healing It is a PBAoE minor NEG DoT. The damage is 50% of the Tanker's Death Shroud, but 50% of the damage inflected is converter to a Melee Range PBAoE heal. Dark Embrace Toggle Resist DMG Adjusted for Archetype. Murky Cloud Toggle Resist DMG Adjusted for Archetype. Obsidian Shield Toggle Resist DMG Adjusted for Archetype. Dark Regeneration Click Melee AoE DMG; Healing; Universal DMG It is a PBAoE minor NEG DoT with a strong Melee Range PBAoE heal. Both DMG and Heal are weaker than a tank. Cloak of Darkness Toggle Defense Adjusted for Archetype. Cloack of Fear Toggle Accuracy; Reduce Endurance Cost; Fear Duration; Increase Attack Rate; ToHit Debuff Adjusted for Archetype. Oppressive Gloom Toggle Accuracy; Reduce Endurance Cost; Increase Attack Rate; Disorient Duration; Healing It is a Melee Range PBAoE Disorient and Heal that uses your HP. Each HP you lose is converted into an HP for team mates. Soul Transfer Click Melee AoE Damage; END Modification; Healing; Stuns; Universal DMG It is a PBAoE Self and Team Rez that uses Enemy HP to Rez yourself, of a fallen teammate in Melee Range. It's cool down is slightly longer that other Archetypes. Divine Blessing Click; Self Boost to Heals Inherent Power Works on the same principle, mechanics as Domination, but it boost your Dark Healer powerset heals by 25% for 30 secs with a 200 second cooldown. Dark Encouragement Converts your DMG/Enemy END to END Regen Power Activate Sets Effect Death Shroud Toggle Melee AoE DMG; END Modification It is a PBAoE END Dran NEG DoT. 50% of Enemy END is converter to a Melee Range PBAoE END Regen. Dark Embrace Toggle Resist DMG Adjusted for Archetype. Murky Cloud Toggle Resist DMG Adjusted for Archetype. Obsidian Shield Toggle Resist DMG Adjusted for Archetype. Dark Regeneration Click Melee AoE DMG; END Modification; Universal DMG It is a PBAoE minor NEG DoT with a strong Melee Range PBAoE END Regen. DMG is weaker than a tank. Cloak of Darkness Toggle Defense Adjusted for Archetype. Cloack of Fear Toggle Accuracy; Reduce Endurance Cost; Fear Duration; Increase Attack Rate; ToHit Debuff Adjusted for Archetype. Oppressive Gloom Toggle Accuracy; Reduce Endurance Cost; Increase Attack Rate; Disorient Duration; END Modification It is a Melee Range PBAoE Disorient and END Drain that uses your HP. Each HP you lose is converted into an END Regen for team mates. Soul Transfer Click Melee AoE Damage; END Modification; Healing; Stuns; Universal DMG It is a PBAoE Self and Team Rez that uses Enemy HP to Rez yourself, of a fallen teammate in Melee Range. It's cool down is slightly longer that other Archetypes. Divine Blessing Click; Self Boost to END Regen Inherent Power Works on the same principle, mechanics as Domination, but it boost your Dark Encouragement powerset END Regen by 20% for 30 secs with a 200 second cooldown. Using the Battle Axe as an example, it can become a secondary powerset with decent DMG and chance to increase your Devine Blessing. Battle Axe Converts your DMG to HP Power Activate Sets Effect Beheader Click Melee Damage; Defense Debuff; Accurate Defense Debuff; Knockback; Universal Damage; Archetype Sets Melee, Moderate DMG(Lethal), Foe Knockdown, +Divine Blessing Chop Click Melee Damage; Knockback; Defense Debuff; Accurate Defense Debuff; Universal Damage; Archetype Sets Melee, High DMG(Lethal), Foe Knockdown, +Devine Blessing Gash Click Melee Damage; Knockback; Universal Damage; Archetype Sets Melee, Superior DMG(Lethal), Foe Knockdown. +Devine Blessing Devine Intervention Click Healing Melee Ranged PBAoE Heal Cleric's Dogma Click To HIt Buff; END Modification Melee Ranged PBAoe +DMG, +To-Hit, +END Regen Pendulum Click Melee Damage; Knockback; Universal Damage; Archetype Sets Melee (Targeted AoE), Superior DMG(Lethal), Foe Knockdown, +Devine Blessing Swoop Click Melee Damage; Knockback; Universal Damage; Archetype Sets Melee, Superior DMG(Lethal), Foe Knockup, +Devine Blessing Axe Cyclone Click Melee Damage; Knockback; Universal Damage; Archetype Sets PBAoE, Moderate DMG(Lethal), Foe Knockdown, Draw-in, +Devine Blessing Cleave Click Melee Damage; Knockback; Universal Damage; Archetype Sets Ranged (Targeted AoE), Extreme DMG(Lethal), Foe Knockdown, +Devine Blessing For the Archetype Enhancement Set, it could be something like Blessed Weapon and Dogma V Faith. A Blessed Weapon is six piece with a Special Enhancement Bonus of Energy Damage of the slotted power. Dogma V Faith is a six piece set with a Special Enhancement Bonus of Decreasing Devine Blessing's cooldown timer by 25%.
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Wow. This has gone on for three pages. My earning power has increased as I have jacked up my prices. As I said in other post here: I'm not suffering; I'm benefiting. My data is subjective. I do not have access to the database where I can run queries: daily cost: over a 60 day period over a 6 month period over a 12 month period weekly cost: over a 6 month period over a 12 month period over a 2 year period monthly cost: over a 6 month period over a 12 month period over a 2 year period over a 10 year (in this case lifetime) period And then look for trends to see if the average price is creeping up as I suspect it is; when the highest time of day, week, month of pricing/selling, so on and so forth (almost like I use to to this for a living). If it is, then it is what it is; if it is not, then it is what it is. Either way, I'll sleep at night as this is all an intangible universe. BTW: y'all notice the price of yellow salvage lately
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I may check that out sometime. Thanks for the info.