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Trickshooter

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About Trickshooter

  • Birthday October 7

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  1. Thanks! The idea with Hypnotize is it is mostly a debuff, the mag 2 sleep is just a bonus against minions. Sorry 😅 Numbers-wise, I feel it falls in line pretty well amongst the modern sets like Time, Electric Affinity and Nature, and even some older sets like Dark and Rad. As far as the EndDiscount debuff, in PvP I would probably replace it with an end drain or recovery debuff effect. I wouldn’t want to open that can of worms.
  2. Why Telepathy? My favorite era of the X-Men comics has always been the Claremont era leading up to Fall of the Mutants and then the stories in the Australian outback. And my favorite character during that era was Psylocke. Now, most of you know Psylocke as a purple haired ninja with a psychic knife, the focused totality of her yadda yadda yadda. The obvious inspiration for the Psionic Melee powerset, right? But during the early days of Psylocke with the X-Men, she was actually a purple haired British woman whose main value to the team was the support she offered via her telepathy and her main form of defense was psychic deception and her thought-disrupting mind blasts. This version of telepathy has always been my favorite portrayal of the power and was the inspiration for this suggestion. This set is designed as a buff/debuff set for Defenders/Controllers/Corruptors/Masterminds, but all values are for Defenders because I was lazy. Telepathy Use telepathic might to fortify the minds of your allies and mislead the thoughts of your foes. Telepathy features a mix of buffs and debuffs to assist your team, specializing in providing protection from Psionic damage and slowing the attack rate of foes. Mind Blast Blast a foe with a psionic bolt that weakens them physically, lowering their damage potential, slowing their attack rate, and increasing the endurance cost of their attacks. Click Single-Target Foe: -Damage(All), -Recharge, -EnduranceDiscount -31.25% Damage(All) -62.5% Recharge -50% EnduranceDiscount Recharge: 16s Duration: 30s Animation: 1.0s (Subdue) Endurance: 8.528 Restore Psyche Telepathically heal the mind of an ally, recovering a significant amount of their hitpoints. An ally healed by Restore Psyche will also be less likely to be hit by Psionic attacks. You cannot use this power on yourself. Click Single-Target Ally: Heal, +Defense(Psionic) 1.96 Heal +10% Defense(Psionic) Recharge: 4s Duration: 60s Animation: 1.97s (Psychic Wail) Endurance: 13 Psychic Static Target an enemy and fill their mind, and the minds of nearby foes, with Psychic Static that will lower their ability to concentrate. Foes affected by Psychic Static will have reduced chances to hit and slowed recharge rates. Toggle Targeted AoE Foe: -ToHit, -Recharge -18.75% ToHit -62.5% Recharge Recharge: 8s Duration: 0.75s Animation: 3.1s (Tar Patch) Endurance: 0.52/s Probe Thoughts Probe a foe's mind for their weaknesses and share that info telepathically with your allies, effectively lowering your target’s defense and resistance. You can also gain insight in to their buffs and debuffs via your Combat Attributes menu. Click Single-Target Foe: -Defense(All), -Resistance(All), +ViewAttributes -25% Defense(All) -30% Resistance(All) Recharge: 16s Duration: 20s Animation: 1.67s (Mental Blast) Endurance: 10.4 Psi-Shielding Shield an ally's mind against control effects. Psi-Shielding grants a single ally moderate protection from Hold, Sleep, Stun and Immobilize effects. Their perception will also be increased, as well as their resistance to Psionic damage. You cannot use this power on yourself. Click Single-Target Ally: +Resistance(Psionic, Hold, Sleep, Stun, Immobilize), +Perception +10% Resist(Psionic) -12.975 Mez Protection (at 50) +Perception Recharge: 4s Duration: 60s Animation: 1.1s (Will Domination) Endurance: 5.2 Conceal Presence Telepathically hide your and your allies presence from nearby foes, effectively granting Stealth. Disguise Presence will also provide a small amount of defense to all damage and resistance to psionic damage, as well as Fear and Confuse effects. Toggle PBAoE Ally/Self: +Stealth, +Defense(All), +Resistance(Psionic, Terrorize, Confuse) +Stealth +5% Defense(All) +20% Resistance(Psionic) -8.65 Mez Protection (at 50) Recharge: 15s Duration: 0.75s Animation: 2.03s (Mass Hypnosis) Endurance: 0.52/s Hypnotize Hypnotize foes in a cone area in front of you. Hypnotized foes will have reduced speed, attack rate and be easier to hit. Weaker-willed enemies may fall asleep but will awaken if hit with damage. Click Cone Foe: Sleep (Mag2), -Recharge, -Speed, -Defense(All) Base 15s Sleep (Mag 2) -31.25% Recharge -62.5% Speed -18.75% Defense(All) Recharge: 60s Duration: 30s Animation: 2.03s (Fearsome Stare) Endurance: 8.528 Siphon Psyche Siphon psionic energy from foes surrounding you and telepathically distribute it amongst your allies. Foes hit by Siphon Psyche will have significantly reduced damage potential and regeneration rates, while you and your allies will receive a buff to yours. Click PBAoE Foe: -Damage(All), -Regeneration, Team: +Damage(All), +Regeneration -25% Damage(All) -250% Regeneration +25% Damage(All) (Does not stack) +2.5% Damage(All) per foe +100% Regeneration (Does not stack, Unenhanceable) +10% Regeneration per foe Recharge: 160s Duration: 45s Animation: 2.5s (Short Circuit) Endurance: 13 Coordinate Thoughts Telepathically link the minds of you and your teammates, sharing strategic knowledge instantly and improving combat capabilities. Coordinate Thoughts will greatly buff your team's Defense to all damage and ToHit chance for each teammate in range, as well as significantly reduce the endurance costs for all powers for a short while. Click PBAoE Team: +Defense(All), +ToHit, +EnduranceDiscount +12.5% Defense(All) (Does not stack) +1.25% Defense(All) per teammate +12.5% ToHit (Does not stack) +1.25% ToHit per teammate +74.5% EnduranceDiscount (Does not stack) Recharge: 360s Duration: 60s Animation: 3.67s (Mind Link) Endurance: 26
  3. I just recently found the "poster" I made for that story arc!
  4. Hey, thanks for being a fan of my old powerset suggestion! I still have this email from Arbiter Hawk from 9 years ago: "I remember reading Probability a few months back and thinking it was the best player proposed set I'd ever seen." Always made me feel good. 😁
  5. Honestly, I'd rather just remove the tiny damage from Flash Freeze, as that is the only difference between it and Mass Hypnosis I can think of that warrants FF having double the recharge time compared to MH.
  6. I just happened to see this post (not sure why clicking on the thread brought me to it specifically lol). +/- Special powers have always been weird because they used the Ranged_Stun (I think) modifiers, which always made them best for Controllers and worst for Corruptors. Looks like Ice Arrow uses the Ranged_Res_Boolean modifier, which frankly makes the values between the ATs make more sense (even if Ice Arrow looks to be a little too good). I wish they'd carry this change over to most of the Special powers.
  7. If I had to guess, I'd say it was originally designed with the idea that Controllers weren't going to get it because it was control-heavy, like Dark Miasma (and possibly because it didn't really have any thematic pairing with Controller powersets). But then some higher-up decided that creating a NEW powerset, especially one with totally new art assets and animatons, wasn't a good use of company resources if it was only going to be available to one archetype. That sort of thing happened very infrequently outside of new primaries for Masterminds (which, let's be honest, were still very infrequent).
  8. Effects like -Perception are not inherently immune to aggro, but rather every power that causes these types of effects are individually flagged not to notify mobs. So adding a single-target stun to Flash Arrow (which I don't think is necessary) would not make it suddenly generate aggro. It would have to have that flag changed to "Always" for that to happen. The reason this sort of thing happens with effects like procs is because, in the Powers system, procs are like separate powers that have their own flag, which I think very very few (if any) are flagged not to notify mobs.
  9. I've been aware of incoming improvements for about 6 months, I think. Not everything went in the direction I would have gone, but overall I'm very happy to see what has been done. Wish I could say I had more to do with it, but I haven't played much, if at all, in the last couple of months. My job suddenly changed and I have a lot more responsibilities now, lost about 60 lbs and got engaged, so life is kind of getting in the way of video game time. 😅 Hope to get some time to add more thoughts and search for bugs soon-ish.
  10. This is the intended behavior and replaced the old functionality in Issue 18. In PvP, it still works the old way, which is also intended. The description was never updated. For clarity, it only adds bonus Fire damage to attacks in Melee Damage sets, so it wouldn't affect Fiery Aura itself, pool powers, or Epic/Patron powers.
  11. Have you checked to see if the effects still works correctly with different customization options or with the original appearance? This has happened with a few other powers before, and it's usually that one of the customization options has broken, not the actual power itself. Verifying that would likely help in finding the cause of the bug that needs fixing.
  12. I also want to make sure it's clear that using Amp Up on an ally will not make the heals the caster uses on that ally stronger or the heals that chain off that ally stronger. Amp Up used on an ally will only boost the heals the ally uses themselves that don't have enhanceable +Resistance to damage. For clarity, Amp Up, or really any Power Boost/+Special power, enhances the strength of effects, it does not provide the effect. By that I mean, Amp Up will not grant Absorption or Endurance, or increase ToHit or RunSpeed on it's own. Rather, if you use it on an ally and they use their own power with those effects, they will most likely be much stronger than usual. Think of it as granting them temporary Enhancements in their powers.
  13. I missed it, but in the OP, the power does show "strength to absorption", so that's why Absorb is buffed. I didn't notice it because it wasn't green lol. Still, I just wanted it to be clear that the "strength to healing" line only affects actual heals.
  14. The "strength to Defense" is only to the Base Defense attribute, which is only used by Defense Debuffs and Defense Debuff Resistance. If Amp Up worked on Defense buffs, you would see "strength to defense" listed an additional 10 times, one for each of the other 10 Defense attributes (Melee, Ranged, AoE, Lethal, Smashing, Fire, Cold, Energy, Negative Energy and Psionic). "Strength to Healing" only affects true Heals; not Absorb, not MaxHP, and not Regeneration. This has always been the case with Power Boost/+Special powers. Admittedly it's a bit confusing because all 4 attributes are improved by Healing enhancements, but in this case it just means Heals. If it buffed the others, it would say "Strength to Regeneration," "Strength to Absorb," etc. Power Boost/+Special powers also do not work on heal powers (or any powers, really) that also have enhanceable +Resistance (such as Healing Flames or Reconstruction).
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