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Trickshooter

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Everything posted by Trickshooter

  1. YES! Probability Manipulation for Defenders/Controllers/Corruptors/Masterminds http://web.archive.org/web/20120905041804/http://boards.cityofheroes.com/showthread.php?t=249717 Magnetism for Defenders/Controllers/Corruptors/Masterminds http://web.archive.org/web/20120905042054/http://boards.cityofheroes.com/showthread.php?t=249719 Hyper-Intellect for Defenders/Controllers/Corruptors/Masterminds http://web.archive.org/web/20120905224442/http://boards.cityofheroes.com/showthread.php?t=289632 I also wanted kind of like... Epic Powersets for each AT, as well. And by Epic, I don't mean OP, I meant you had to do something in-game to earn them, kind of like getting a level 50 to unlock the Epic ATs. Unfortunately, I've misplaced all the info I had on these ideas, so I'm going to have to go off memory and can't remember all of them. Carnival Performers for Masterminds 3 Clowns who attack with bats and seltzer water, light defense, disorients and -Damage aura for protection. 2 Acrobats with MA and higher defense. 1 Strongman with a Titan Weapon mallot. Biological Control for Dominators Less flashy set, the idea behind it was having control over bodily functions like releasing chemicals in the brain that cause sleep, upsetting inner ear balance to make enemies vomit (like Poison Trap) or become disoriented or fall down(KD), causing excessive sweating for like an AoE Heat Exhaustion, etc. Most attacks would cause -regen/-recovery. Hellfire Attacks for Corruptors Basically an attack set based around the attacks in Demon Summoning. It would include those whip attacks, but then other more blast-y looking attacks. Fire/Toxic damage, -Res on most attacks. I also planned it having some kind of "corrupting" effect on the Corruptor using it, basically exposure to hellfire affected the Corruptor in some way that was both a buff and a debuff, but I can't remember what I settled on. Light Bending for Defenders Kind of the opposite of Dark Miasma. +ToHit/+Perception for allies, a little -ToHit on enemies, +Defense on allies, group invisibility, a new "reflect" mechanic to return some damage dealt. Savage Melee for Brutes The name was a coincidence but the idea was that it would be a set more affected by Rage than others. I think my idea was that once Rage had reached a certain percent, the ST attacks would redirect to AoEs with different animations. Scythe for Stalkers Kind of Stalkers' version of Titan Weapons in the sense that it would have more AoEs than typical on a Stalker, but would have a "Marked for Death" effect that would boost your damage against foes marked for death, rather than Momentum. Throwing Blades for Scrappers The idea here was that the attacks would redirect to one of two different attacks depending on your distance from your foe. Ranged versions that did less damage and a little DoT, and Melee versions that did more damage and lowered Defense. I can't remember what I had for Controllers, Tankers and Blasters. :( And sort of related, I also wanted a Sand Armor set that was mostly just a reskinned Stone Armor for Stalkers, replacing the rocky graphics with effects in game that already looked kind of sand-y or wind-y. Mud Pots would be more like quicksand (in theme, not the actual Quicksand power). I thiiink I planned to replace Granite Armor with a Sand Clone, which was basically like the Phantasm but appearing to have all the Sand Armor toggles on. It would be very tough, no real attacks but a damage/taunt aura and AoE taunts.
  2. Defenders DO have the highest EndDrain modifier, 1.25 compared to Corruptors 1.1 and Blasters 1.0, but Elec Blast doesn't use the EndDrain tables. It uses the Ones tables, so Elec Blast drains the same on all ATs.
  3. Ice Control would also like this for it's AoE Sleep that includes a teeny tiny pointless tic of damage. Also, that single tic of damage seems to be the only reason Flash Freeze recharges in 90 seconds, instead of 45 seconds like Mind Control's Mass Hypnosis.
  4. We haven't had any info shared about powersets, but there was an announcement a little over a week ago with numbers for archetypes.
  5. Can't get in to the rest too much, as I don't have much experience with the set, however, I think the intended secondary effect of Mind Control was the lack of positional attack typing, so the only way to avoid Mind Control's effects were to have either a buff to Base Defense or a source of Psionic Defense. It's not great, but... it's there.
  6. The descriptions and data for the Origin pool powers was in the Issue 24 pigg files that were on Test when the game closed, yes. However, it's likely that they still need a lot of GFX work to be playable, and the game isn't at a stable enough point that the folks working on it will make finishing them a priority just yet. Specifically to answer your question, I'm sure there are definitely plans to include them, but if it were easy we'd probably already have them.
  7. I have only made one NEW character, a Nature Affinity user since I was still trying to come up with a concept for one when the game closed and never got to really use it outside of the Test Server. Besides that one, I've just been remaking old characters, but several with new/changed powersets that I kind of wanted to reroll them with years ago anyway, but didn't want to lose the time I had invested in them. WELP...
  8. I'm also not a fan of the change, but not because it's annoying. I just always felt, and could have sworn it was also the opinion of the original devs, that the toggles dropping when a target dies was intended to be a balancing point between toggle debuffs and click debuffs. I know it was brought up often about how frustrating it was for the anchor to be killed, and I have a vague memory of a redname saying that was the point, strategy/teamwork was necessary to leverage them and that was intended. BUT it's been 7 years, so who knows.
  9. Fearsome Stare is for both sets is a 45 degree cone with a 70 foot range. And I wouldn't drop either version from a build. It's just too useful of a power.
  10. I realize the graphic effects may not look it, but Living Shadows is actually a wider cone than Fearsome Stare.
  11. Isn't Tanker's Electric Armor an all resistance set? Or do you mean no heal either? Because I think it used to have no heal, but was considered the worst armor set until the heal was added.
  12. It's flagged "Notify Mobs: Never", so it won't break Hide. Honestly, if nothing else, a Confuse is great for a laugh and possibly a good place for some purple sets.
  13. Actually, correction to my own post, I remembered reading something about knockback toggles in those "Issue 25 patch notes", so I went to look them up. Don't know if they're completely accurate, but it says this:
  14. It was in the Issue 24 game files, however, I believe none of the graphics were ever finished, which is probably why we can't play it now. Also, I remember looking through it and thinking it needed A LOT of playtesting; seemed a bit complicated compared to the other Control sets.
  15. It's Unique so you can only use 1 in your build, unless you can also get the Overwhelming Force version. Best place to put it in Storm would probably be Tornado. If it functions like the Overwhelming Force proc, slotting it in Tornado will also reduce the chance to knockdown per tick by 60% so that it's not completely overpowered.
  16. Worth mentioning here, Sorcery was not designed as a new Travel pool. It was the start of a series of Origin pools that would each contain a travel power that fit thematically with the game's available origins. That's why it's so different from the Flight pool and what makes it a little complicated to compare it to Flight. Asking if Mystic Flight is in every way superior to Fly is like asking if Air Superiority is in every way superior to Boxing. At face value, the answer would be yes, but we all know that you can't compare Flight and Fighting that way. They each serve different purposes.
  17. They're actually both the same flight speed and teleportation distance. To answer the OP, yes, technically Mystic Flight is better than Fly because it comes with Translocation and that's only difference between them. However, powers were always balanced in their sets as a whole, so... is the Sorcery pool better than the Flight pool? THAT can really depend.
  18. I don't know if future servers will include them, but currently Defenders also have Pain Domination and Poison, so I wrote up some stuff about them from my experience with them: Pain Domination Think of Pain as Empathy's selfish, goth sibling. Like Empathy, it's main specialty is Heals and Buffs, but while most people might play Empathy for the benefit of the team, you play Pain for your own benefit. Pain trades the single-target, ally-only Fortitude for a half strength, but team-wide (so the Pain user gets the buff too) +Resistance version in World of Pain, and loses Empathy's auras to gain access to a -Resistance/-Defense debuff, a healing toggle, and potent self-buffs in its own versions of Empathy's Absorb Pain and Resurrect, Share Pain and Conduit of Pain. tl;dr Empathy's teammates are allies; Pain's teammates are tools. Poison Poison is a mixed bag of fun and varied powers. It features: • Quick-recharging, small AoE, BUT potent click debuffs • An ally-heal, an ally-mez protection, and an ally-rez • Slows and Holds • A debuff toggle... on yourself! Your own stinky aura! Because of the nature of Poison's bread-and-butter debuffs being strong, fast charging, but small AoEs, it shines more on smaller teams than other sets. It really finds its niche in Archvillain and Giant Monster fights where it's potent debuffs are easy to keep on one big target. Also something to keep in mind: while Envenom and Weaken's debuffs don't self stack if you continue to target the same enemy, the main-target debuff CAN stack with the splash debuff if it's splashed off a different enemy.
  19. Traps can be pretty mobile on a team if you just toe-bomb it! Eventually, Traps becomes a very safe set to just run in and start dropping stuff right in melee. I would alternate between sending out seekers to absorb alpha and just running in and dropping Poison Trap. With FFG out, I'd be pretty safe after that to deploy the other Traps right in melee, especially on a team where aggro could be spread out.
  20. The debuffs aren't just small AoEs; those AoEs are only half strength, only the main target takes full strength. It's a neat set, and the numbers are impressive on a Defender, even the AoEs, but you'll probably be clicking your primary powers a lot to spread those debuffs around unless you're on a small team. I like it because I mostly solo.
  21. It was added in Issue 20.5, to make it easier to buff Leagues in Incarnate content.
  22. So I was playing Savage Melee and honestly really enjoying it. I decided to look up the numbers for the set on City of Data (via the wayback machine), when I realized the set was very different between the two (but the version on CoD does match Paragonwiki and the version in the Issue 24 files that are part of Titan's Icon program). For starters, the description for the set states that Blood Frenzy grants +Damage and +EndDiscount, but in game, it seems to actually grant +Recharge and +EndDiscount. Also, it describes the Blood Frenzy builders as Savage Strike, Maiming Slash, Vicious Slash and Savage Leap While in-game, the builders seem to be Savage Strike, Maiming Slash, Shred, Blood Thirst, Vicious Slash and Savage Leap Similarly, it describes the Blood Frenzy consumers as Shred, Rending Flurry, Blood Thirst and Hemorrhage While in-game they seem to just be Hemorrhage and Rending Flurry Both City of Data and Paragonwiki both describe Blood Thirst as a Heal+HoT, while in-game it just seems to be Build Up+5 Blood Frenzy stacks. Also, all versions of Savage Strike in-game reference Tanker's Bruising ability. Anyway, my main question is... is the Savage Melee set we're playing the one implemented by the original developers and it simply went through a large amount of changes internally (i.e. not yet part of the Issue 24 files that were on the Test Server) before the game shutdown was announced? Or is this a version rebalanced by the SCORE engineers and these text bugs are just oversights? This is not a judgement of any kind, I'm just really curious!
  23. Sentinels were added by SCORE, yes. Travel powers at level 4 was changed in Issue 21, as part of adding 5th powers to every travel pool powerset.
  24. It's been a long time since I played either set, but I believe the consensus was that Time was ridiculously good, well-rounded with varied and strong debuffs and buffs. Nature is a little less varied, but with several sources of healing, it's a very sturdy set. And for a set with so many heals, it's nice that Nature only features one power that can't be used on yourself (same with Time, but Time features a wide range of buffs and debuffs, so it's less surprising). If you wanted to directly compare one to the other to know which was better, I'd say Time wins, just because of the larger range of what it can offer. If healing isn't helping enough (or worse, isn't even all that necessary), Nature is limited. Whereas in Time, nearly every power offers something different.
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