Jump to content

Zepp

Members
  • Posts

    1615
  • Joined

  • Last visited

Posts posted by Zepp

  1. 10 hours ago, Arbegla said:

     

    I thought you could do the O-zone arc and swap alignments that way, to a hero or a villain? Or do you mean swapping from Resistance to Loyalist?

    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. 15 hours ago, lemming said:

    Yes.  As a Loyalist, you can get the Pilot badge.   As a Resistance member, you can get Shop Keeper & Commuter.   My level 50 Resistance Member has Commuter & Shop Keeper.   Since they were over 20 when the Arachnos Flyer showed up in Echo Plaza, she only has the time filled at 100%.

     

    Pre-20 Praetorians can get all three badges if they switch sides after they get the 100% done.

    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).

    • Like 1
  3. 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.

  4. 19 hours ago, DougGraves said:

     

    It's more like "using spices besides salt and pepper changed dinner for me"

    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...

    IMG20221224091024.thumb.jpg.2c11e530ddd423d025bd79b4a872037f.jpg

    • Like 3
  5. 23 minutes ago, ninja surprise said:

    Hardly ever see /Ninja Blasters, but it's a good set with some sweet utility powers.

    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...

    • Like 1
  6. 19 hours ago, roleki said:

    I would also suggest that if you click a teammates Character Info and look at the Powers tab, you can kind of infer how the build is set up from there: if there's lots of set bonuses that fill the screen, or NO bonuses at all, they likely aren't using damage procs to Amp their DPS.  If they have only a handful of set bonuses, they likely are leaning very heavily on damage (or other) procs and will out-damage their peers within that same AT.

    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?

  7. 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.

    • Thumbs Up 1
  8. 3 hours ago, Rudra said:

    The T9 isn't a choice for the player. The devs won't do that again. The "or" in any given power entry is to denote that any given power set will have either the first power *or* the second power available depending on the set. So an armor could be a resist. It could be a defense. It could be both but at lower values. (It could be a regeneration power instead.) Same thing with the T9. It could be another attack. Or it could be a panic button defense of some type. Whichever is more balanced and appropriate for the AT and specific set.

     

    (Edit: The AT is after all, a work in progress. I am depending on feedback from others to help refine it into something the devs will want to make, players will want to play, and still be as easy for the devs to implement as I can manage.)

    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.

  9. 4 hours ago, Rudra said:

    All the armors are together [in the secondary] except for the mez protection.

    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.

  10. 5 minutes ago, Rudra said:

    Sure. That post doesn't really tell me anything, but yes, melee/ranged.

    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?

  11. 14 minutes ago, UltraAlt said:

     

    I disagree. You get all the primary and all the secondary powers on any character if you want.

    There are no more "armors" in the set than other scrapper sets. 

    The "armors" being in both sets takes away powers from both primary and secondary which means that there are fewer melee powers in the primary that are made up for what is a fewer number of attack power in the secondary. 

    In the end, there can't be any more power rotation than what recharge allows.

     

    I do not find this method of dividing up the power as being OP especially if you reduce the range of the  ranged attacks.

    If the "armor" part is too powerful, the effect could always be tweaked down on that as well.

    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.

  12. 6 hours ago, Rudra said:

    @Zepp, it is as @Akisan said. The focus is primary melee and secondary ranged. Using a modified take on the Blaster's Manipulation set to set up a ranged secondary. The armors are just to help the new AT survive. However, as I said in my second attempt at the AT, the armors are not actually necessary. I can replace the armors in the primary and secondary pools with debuffs or soft controls, and the new AT should still do well in melee. (Edit: I would just be reverting the +10% regen in the inherent to a triggered mez protection usable once every 3-5 minutes while retaining the +10% speed bonus. if the armor options were removed.)

     

    Edit again: The concept is an inverse Blaster. A character that focuses on melee and supplements with ranged as opposed to a character that focuses on ranged and supplements with melee.

    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.

    • Thumbs Down 1
  13. @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.

     

     

     

    • Thumbs Down 1
  14. 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

    Spoiler
    On 10/21/2022 at 10:44 PM, PoptartsNinja said:

    pewpew.png.664a89bf34c91b6763b4c70ae31407a7.png

     

    Which leads us to a reprise of my old Dominator Swashbuckling suggestion with a tighter focus and less stealing from Dual Pistols.

     

    Swashbuckling Assault (Dominator Sword & Laser Pistol Assault Set)

    SonicBlast Quick.png Tier 1 Laser Blast - Light energy/lethal damage, either repurposing the appearance of the robotics lasers, the resistance's blasts, or possibly war works?

    Sword Slash.png Tier 2 Slash - Moderate lethal, -Def

    Sword Slice.png Tier 3 Slice - Light lethal melee cone, -Def

    SonicBlast Stun.png Tier 4 Tractor Beam - light energy damage, 6s low-mag 2(?) hold and a 2-3 second tractor that pulls the target closer to the attacker. Since Domination effectively turns this into the blast set's heavy tractor (with a better hold), it splits the difference in terms of base damage.

    EnergyManipulation BuildUp.png Tier 5 Build Up

    Sword WhirlingSword.png Tier 6 Whirling Sword - Moderate lethal damage PBAoE, -Def

    FireBlast BlazingBolt.png Tier 7 First Shot - Heavy energy/lethal damage sniper attack

    NinjaTools Placate.png Tier 8 Mind Trick - PBAoE Placate, mag2 very short duration confuse

    SonicBlast Heavy.png Tier 9 Parting Shot - Heavy energy/lethal damage, deals bonus damage to held targets (like: mini-containment just for this power)

  15.  

    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.

  16. Just to clarify:
     

    On 7/12/2022 at 11:39 AM, Zepp said:

    Regen 1.0 was insanely amazing (pre-nerf)

    Regen 2.0 underperforms (current version)

    Regen 2.5 Sentinel Regen

    Regen 3.0 is Willpower, and pretty good

    Regen 4.0 is Bio, and is really good...

    (minor edits were made)

     

    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?

  17. 2 hours ago, BrandX said:

     

    Made TW and Control/Support Sets without it 😛

    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.

  18. 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...

    • Like 1
  19. On 1/16/2023 at 7:18 PM, BazookaTwo said:

    I want to point out something I had an "aha!" moment with today. Combat Teleport gives you +to hit, and you can use it like 5 times before the cool down hits right? 

     

    Ever Combat Teleport part way to the mob and make Savage Leap your next hop? 

     

    It's a Whammy effect I hadn't thought of, I might even move the Gaussian proc to it, just to add insult to injury, but does it proc well I'm CT?

    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.

    • Thanks 1
  20. On 1/13/2023 at 12:42 AM, nihilii said:

    I would cry bitter tears if the radius went from 20 to 15 feet all for the sake of cutting endurance. That's almost a 50% nerf in net area of effect.

    Endurance can be managed and made sustainable, while radius can never be increased.

    Never trade invaluable things for temporary convenience.

    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...

×
×
  • Create New...