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Zepp

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Everything posted by Zepp

  1. You can't switch between Loyalist and Resistance, and if you convert to a dirty Primal Earther alignment you can never be aligned with the glorious goldside again...
  2. So Tailor works for either (Echo Plaza) Pilot is Loyalist only (Echo Plaza) Shop Keeper is Resistance only (Winter Forest) Commuter is Resistance only (Spooky Atlas via Null) And post-20 it is impossible to switch alignment goldside (something else that should be fixed).
  3. You can get the time for the badge, but you can't get the badge. With Commuter and Pilot I don't believe you can even get the logout time for those (although we should have access to commuter as well)
  4. Goldsiders can log off in the shop in the Winter Forest to get the necessary time for this badge, but never actually receive the badge. I would like this to be unlocked for Goldsiders.
  5. Using tights, the ones you would likely consider are Alpha, Stealth, Exoproto, Overguard, Bodysuit Padded, Armored Pads, Valkyrie, Vanguard, and maybe Circle of Thorns or Celestial. Cyborg gloves and Clockwork boots go really well with those, but there are a lot of options, Start there and see where it takes you.
  6. Two spinning racks of 16 herbs and spices, 6 additional shakers, six types of pepper in grinders, two types of salt in grinders, an additional five spice grinders, some lemongrass in a bag, two types of ground celery seed, and I have vanilla seeds in the fridge... I find the origin pool travel powers are like like cloves, a lot of people recommend using them, but using allspice is generally the better option...
  7. I have two lvl 50 Blasters, both are /Ninja... one uses it for blapping the other for utility. It is a very versatile and fun secondary...
  8. Yup, damage procs, atm, are kinda unbalancing. They proc-builds don't work as well, in my experience, for soloing (you sacrifice too much in set bonuses), but in team play they can be extremely powerful. Didn't the devs say somewhere that they were planning to adjust how procs work in order to make them more balanced?
  9. I have a Staff Scrapper and I actually do not take Eye of the Storm or Sky Splitter, yet I still make it work. I find the damage from maintaining perfection of body outweighs the bonus that those two attacks provide. It does require a slightly more expensive build, but it's worth it.
  10. I wasn't saying it would be an "or" power choice. I was saying that players would have a choice between, let's sat fire blast* with a nuke or sonic blast* with an OhS! or maybe NRG with a revive... The point I was making was that this would make a real difference between how the sets operate. A /fire would feel a whole lot different than a /sonic or /NRG based on this. This could be fun, but will also be a likely source of forum rants. And, as I said earlier, min/maxers, especially, are likely to be more drawn to the nuke sets. As such, while I would likely be for having each set being more distinct, from a dev's perspective, it is likely that they would choose one or the other for all secondaries within the AT.
  11. That is a perfectly fine way to address possible issues. It is, theoretically, possible to have armors in both sets, however that increases the difficulty of finding a balance. This would alleviate those difficulties. Interesting approach with the secondary T9s, the player can either choose the a largely skipped armor power that would be useful for this new AT even if all the other armor ATs skip it, or a nuke. I have a suspicion that nuke sets will have a higher usage rate than OhS! sets, but it would provide a meaningful choice. I will hopefully find some time in the coming months to update my AT proposal list, I look forward to adding your AT to said post.
  12. You're right, that proposal was not really developed and had little commentary. I do need to update that list, but the concept of a melee/ranged AT needs to be much more fleshed out before any productive discourse could actually be started. What is the Niche? What is the Concept? What inherent will you match with Melee/Ranged to give it a unique feel?
  13. If you have ever played Freeform on the New Dawn server, you can see how it would be possible to create a completely OP armor combo even though you have to choose from two sets.
  14. Like this? Kamikaze (19.08.29.22.14.07) Melee/Ranged [placeholder]: Assault on crack.
  15. So something more like one of these? Captain (19.05.27.02.57.28) Melee/Support Tactical Advantage: Enemies within 15' act as a power boost, allies in the range increase regeneration and defense. Captains are frontline fighters that support their teammates from within the fray. Regulator (19.08.13.12.54.xx) Melee/Support* Regulation: Can build regulation through engagement. Upon filling the bar, can activate either a +Res(Self) -Dam(Enemy) or +Dam(Self) -Res(Enemy) aura. Regulators are frontline combatants that optimize their personal and team dynamic for the situation. Defiler (19.06.09.22.12.59) Melee/{Support/Armor} [placeholder]: A defensive bonus which decreases with teammates paired with a secondary effect bonus which increases with teammates. Defilers are focused on debuffing enemies and buffing allies from the fray. Protector (19.07.25.00.33.xx) Melee/{Support/Armor} Honor & Glory: Glory builds stacks through melee attacks and dissipates through inaction or use of buffs, it grants increased buff efficacy. Protectors juggle between support and dps providing teammates with much-needed support while also helping out with clearing the field. Interceptor (19.07.25.19.29.xx) Melee/{Support/Armor} Full Force: A power boost combined with flat damage critical-like mechanism. Imagine if a scrapper were more of a team player. Although heading more towards the Melee/Manipulation route? I think a lot of the feedback from these five would be useful to developing your idea.
  16. @UltraAlt As per my comment on having the armor powers consolidated, the reason I suggested this was because if you have a significant amount of mitigation in both the primary and the secondary, the likelihood of an OP combo increases. The same is true of dividing the damage in the primary and secondary. I suggested the only feasible way around this was to have Defense in one set and Resist in the other to provide mitigation without the risk of being OP. I also read the entire thread before posting, which is why I formulated my thread in the specific manner in which I did. @Rudra So you are talking [Melee/Ranged] primary and [Ranged/Manipulation/Armor] secondary. For the Primaries you would want to have Assault* Powersets, wherein 1-3 of the ranged powers are switched out for Melee. That would keep it simple, yet feasible. For the Secondary you would want Manipulation* Powersets, wherein the ranged powers are switched out for melee and the control powers are switched out for armors. This would basically be switching 1-3 powers and make it feasible. What sort of Niche are you considering? What sort of Concept? I have a similar proposal for an AT, the niche is as a switch hitter/penetrative damage AT with the concept of a speedster. Zoomer (19.07.25.22.56.xx) Manipulation/Assault Zoom: Personal +SPD for ranged, enemy -SPD for melee, and increased speed cap. Zoomers offer the feel of playing a speedster while providing access to two AT-specific power sets that are versatile an fun.
  17. Continued: Looking at your ideas, I think that going with Assault and Armor would offer you an easier path to what you are looking for as it simplifies the process. Also, the only way that you could avoid unbalanced combinations would be to have the primary be Melee/Resist and the the secondary Ranged/Defense (with a little regen). In terms of a swashbuckler, I have a DP/Nin Blaster that has the guns and the sword and is themed as a space pirate... That can already happen with the current game. However, adding a Swashbuckler Pistol/Broadsword Assault set would be a better solution to the problem you seem to be trying to solve. I would definitely support an Assault/Armor AT that sits between Scrapper and Sentinel with some sort of clever inherent which encourages mixing range and melee (when targeting an enemy you have +resistance and +damage, the closer you are the higher your resistance bonus and the lower your damage bonus and vice versa). Edit: found this swashbuckling set proposal that you may want to get behind
  18. Instigator Take 2 (19.07.27.22.25.xx) Assault/Armor Instigation & Resolve: They have an inherent punchvoke ability, Instigation, similar to Tankers, they also have a secondary inherent that provides stacks of absorb while out of combat. Instigators are mobile meat shields in the truest sense. Tankers are frontline tanks, Brutes are scrapperlocked tanks, Instigators go to where the aggro is (stupid Blaster AoEs). Adaptor (19.08.29.22.14.08) {Assault/Manipulation}/{Armor/Melee*} (it is unclear if this is Stalker Melee with Armor mixed secondary, or a Stalker Armor secondary. [placeholder]: A jack of all trades. The Incarnate (19.10.11.18.14.01) {Assault, Melee, Ranged, Pet, Support, Manipulation, Armor, or Control}/{Assault, Melee, Ranged, Pet, Support, Manipulation, Armor, or Control} Undiminished: No diminishing returns on IOs, also has the inherent of the chosen primary AT You wanted OP? I'll show you OP... These three come to mind. When coming up with concepts for Archetypes, I find the best ones begin with a niche, develop a concept, then find sets and an inherent that can work with those ideas. Basically the Mission-Vision-Value concept of organizational design. The Instigator (Take 2) is probably the closest to what you have in mind.
  19. The influence cap is like the 8,192 character cap for Excel formulae. Most people won't notice it, but when you do it is annoying AF...
  20. Just to clarify: We are talking about Regen 2.0. Looking into using aspects from Regen 1.0 (Insta-heal toggle ftw!), Regen 2.5 (they made some interesting choices...), Regen 3.0 (layered protections booyah!), and Regen 4.0 (like the iPad 4, extra absorbent...). Also looking at novel ideas and approaches. Mainly, these adjustments need to address the key issues of Regen's weaknesses in scaling, alpha absorption, recharge (like control/support bad recharge), uptime (their T9 has the lowest uptime of any super-protection click among armor set and IH, a keystone power, is up less than half the time in most builds), and damage penalty (you can't attack if you are clicking a defensive power). These adjustments need to address these issues while maintaining Regen's feel and style. Is this an accurate description of where the conversation is at?
  21. Titan Weapons can easily be made without Hasten, it's just one of the few attack sets that benefits from it. Some control sets work without it, others require it. Most depend on what they are paired with. That being said, the Control and Support set timers are so much longer than they ought to be that it isn't even funny.
  22. Regen, Titan Weapons, and most of the Control/Support sets...
  23. I was using the PowExecLocatiion Target bind for Combat Teleport and Burst of Speed on a Blaster... /bind j "PowExecLocation Target Burst of Speed$$PowExecLocation Target Combat Teleport" Hit "j" six times and you have a highly effective proc-bomb opener... clears the minions and lieutenants most of the time. I eventually got rid of CT on that build, but it is still a fun little trick...
  24. you can CT 3x before recharge, 10% ToHit each jump for a total of 5s /per. That means that you would have about 4s of +30 ToHit. Also, you can use: /bind j PowExecLocation Target Combat Teleport /bind k PowExecLocation 180:40 Combat Teleport /bind 2 PowExecLocation Target Savage Leap then hit 1-j-j-k-2 to hit Blood Thirst, jump to target, jump to a distance of 40 (max effect range for SL), and then jump in with SL This will give you a +80%ish ToHit and max damage from Savage Leap It's a good opener... Not sure about the Gaussian Proc in CT, Because it has a short cooldown it will give you a 1/9 chance per CT to proc*. On the other hand BT will give you a 95% (max) chance to proc. *assuming that the MRT is not divided by 3 because of the manner in which CT is designed.
  25. Well, around 1,256 ft2 to around 706.5 ft2 isn't exactly half, but it is a 43.75% reduction, so I'll let your math slide... for now...
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