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Zepp

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Everything posted by Zepp

  1. So, Blasters already neutralize a wide range of the DomTroller kit through their inherent, you want to moot them even more? Are there any PVE enemies that use confuse?
  2. Just to clarify, ideas listed in this thread are from members of the community, these are not my suggestions (except when they are) and this is purely a thread designed to compile all community ideas into one place. Also, while thrown weapons would be cool, there are limitations to animations making it extremely difficult to have a customizable thrown weapon.
  3. You may want to consider looking at the Force of Will Power Pool.
  4. If you replace vorpal with deadly in the Jabberwocky, the sentence maintains cohesiveness and the meaning is unaltered. The D&D interpretation is one way to look at it, but it is only one way. CoH took a different interpretation which is in conflict with Gygax & Arneson but not with Carroll.
  5. Vorpal is a word that was coined by Lewis Carroll, and its closest proximal definition is likely akin to deadly. As such I am fine with its usage in this game...
  6. T2: Tactical Teleport: Short range 30' Teleport with a 30s unstackable defense buff (similar level to combat jumping) and Teleport resistance. T3: Teleport: 3-5 endurance per TP, 6s hover after TP cancelled by movement. T4: Long-Range Teleport: Basically no change. T5: Teleport Assault: Chain attack. Just to clarify, this from the rework thread, and I think this would be a viable update to the pool set. Combining Recall Friend and TP Foe and eliminating that power that nobody takes would open two slots. One could be used for a TP that could be used in combat or caverns (with a little defense), and the other for an attack.
  7. Oh, I forgot to bring up that there was a whole blast set designed around this concept, Vorpal Blast...
  8. Ranged Ranged is a powerset currently available to Blasters, Defenders, Sentinels, and Corruptors that uses ranged attacks. This thread is designed as a compilation of proposed Ranged powersets. I will do my best to go through the entire forum to find all Ranged powersets, however if I do miss one (or not describe one as you like) let me know. Rock Blast (2019.08.13.11.09.01): It is all about the Power of Rock!!! Vorpal Blast (2019.08.19.10.39.01): I know, Vorpal means extremely sharp, but in CoH it means teleportation attacks! Power Armor (2019.10.07.17.57.01): "I build neat stuff, got a great girl, occasionally save the world. So why can't I sleep?" Note: I will also be doing a compilation for other types of powersets, but am doing them one at a time to keep the sets manageable. Note: FF2222 is the color I am using for Ranged. Note: Have currently reviewed up to August, will continue later.
  9. Added Weaponized Assault. Thanks to @sacredlunatic for putting it together.
  10. Added Temporal Melee. Thanks to @WanderingAries for suggesting it and @Steampunkette for fleshing it out. Added Daggers Melee. Thanks to @biostem for proposing this set.
  11. When talking about "Combat Teleport" it would be useful to be specific. Most proposals for "Combat Teleport" have been along the lines of "Combat Jump", a minor movement power with a defense component. This falls into the less common type of proposal referred to as "Combat Teleport", but more often referred to as "Assault Teleport" or another term along those lines. There was a good thread about both forms of proposal and an overall revamp of Teleport. (I linked directly to the compiled proposal based on all the feedback in the thread)
  12. I've read through this thread, I've also played Defenders, and I am just not feeling the need for a change. Yes, the inherent's latter half is only good when the team is playing at the edge of its ability, but just because it is situational does not make it bad/useless. It also supports the Defender fulfilling "their role" when they are the most needed. Controllers have a bigger issue with their inherent and primary being fairly useless against a lot of end-game content and should likely get love before Fenders. Sentinels, also need love (but that seems to be in the works). Kheldians need an aspect to their inherent that works sans team. In terms of fixing inherents, I would likely put Fenders about fifth or sixth, basically tied with Tankers. Maybe even lower if you want to talk about a possible minor nerf to Domination... I'm neither saying that the inherent needs repair, nor that it couldn't be more appropriate. I am simply saying that there is a lot of overselling of a minor problem that isn't even near the top of its category for areas in need of love...
  13. Zepp

    TP on Sentinel

    I was asking specifically about Teleport travel, although it could also be quite helpful for TP foe and address issues in certain large zones for Recall Friend.
  14. The fact that there is a -70% Speed inherent to the power and those that are feared do not run in straight lines away makes me question how large of an issue this is that would lead to a call to nerf it.
  15. Electricity Manipulation would be a good place to start thinking about this, as manipulation sets tend to be somewhat similar to support sets.
  16. If you look at the "more information" function in-game, it seems that it is just an absorb shield. Mids treats it the same way. Has anyone actually got the numbers for what Master Brawler does rather than the description (which appears to be wrong) or speculation?
  17. I was just pointing out that it was possible, I made no value judgements.
  18. 58.48% choose Master Brawler 38.01% choose Practiced Brawler 3.51% choose to use neither There are three options, a significant percentage of players choose each of the three options. As such, none of the options are a "no-brainer" as they fit different builds in different ways.
  19. Oh, forgot those award merits...
  20. I understand both sides, and would like to offer a middle-ground. For Holiday/Event/Anniversary, Veteran, Exploration, and History Badges, make them Global, other badges character bound.
  21. Practiced Brawler/Master Brawler for Sentinel Super Reflexes.
  22. I was actually working on this build and thought this was a build that may need a tad bit of recharge to work really well. I put together a build with a simplified attack chain in mind ( AS -> Initial Strike -> Shin Breaker -> Initial Strike -> Spinning Strike ). This allows you to have a nice juicy AoE as a finisher with a good chunk of ST to keep it moving. I slipped in a disorient proc and a couple -Res procs to help with AVs, and took Soul Mastery. Shadow Meld can be up an insanely high amount of the time as can Parasitic Aura. I haven't tried out this build, but it looks like it could work quite well... http://www.cohplanner.com/mids/download.php?uc=1529&c=692&a=1384&f=HEX&dc=78DA6D944B4F135114C7EFED4C454ACB9B522C14CBAB2D48E5E9C6855151A3D04842C4D7A299C0582656DA4C31828F855FC18D1BB72EDCF859908742742D6FCACB4457F5CC9C7F61166D32FDDD39CFFF3D776612F323DEAF77DE5F13D27733ADE572C989392DFD5C37DD092D654C29827E6574F9614E26F4B4AEC76F98DAABB4319B0A17CD23FA337D36470E2393BC6FA6B459632A79DD7C913185773C9349C7C7742D4BF13EFBE6B6919A99A33B8F7D3791D5F5E9AA62D4B46EE6668C6CD3ADAC31152F569FC8BC4C27135A6E4E371702A4A687AE553FFD494B5FC12D564968BF2A5C2BE032D3BFC40C2C32C3A314DEA28ADFEDA7B92ED1206D9FB71E1CE5D80D8A911CA3CA7F6C53FF80034CCF30E754364ABBEE26E5289CA32893ECAB7E007E74D9ACFDC05C23FD6EC1FADDEF54DB76EE2DF88679FE35B8C0F4CC33D7FD7C2A942BCBBE70BDCACFCC2DD2508EBD95636FF5D520F6E8A7E40A8E91158809C027C9E7E3DAC287796D53CD2A8E2F28E4AF416ECD09CFA11673D9A7B83AF8EAC23883106646790DD0D5809E1DD01541EF368A69447EA375C8D69981BF68CF4D9857530FEFF5423718633647C10833D4C5CC93AE20EA0603AC2756CFACA19E2DF0B5405708BA7E52CF56F46CBDC2B52E0E8343E020333CC08C6D70DD03EAD986E7B3ED29FBDA9F808FC147CC8E87E024F390723BD1B7738FEB75ED823BE03633B2056E322D44911B5DE1D9C59699DD4BE0377091D9FB891851C55F2FBF5B566ECF31D7BB74041E8207CCDE3CB8CFB464C4395789AFBBECE7E6F21AF803FCCEB4A4F721B6EF84F7DC7F0C1E8179665015F8150ACD676B21F06C763B6D5709AA22FA4AD8FA4BD8064BD8864AD8C64AD8C6557C42C826833CC7F26A7AFFA175CF73FAFD10B297FDF9339B94F7A43DF3D05DE6BE333ECAF1074E1BBE1FBBD6BB881E3B8EF59E63BDE13F9BD9A663BDE558FF071340E051
  23. It may work for some models (Will'oWisps & Shivans for example), but it would be more difficult to justify animal forms (actually, Psychic Ravens would be cool). I do not think the contact with Kheldian contacts should be severed, that is just something you would have to deal with.
  24. You mean Temporal Manipulation. Sorry, I overlooked Chronos. In that case, it may be good to keep as is, I just think a Dark-type attack would match the eclecticity of the set better.
  25. I like it overall. There are a couple of things I would do differently. For example, replacing the T4 with a Follow-up type attack (Stolen Time perchance) wherein you have a complicated +Damage, +ToHit, +Recharge to Self, -Damage, -ToHit, -Recharge to Foe on top of a touch of Negative damage. Also, you might want to look into some of the Kin Melee animations as possibilities... I also find the T4 and T8 double build-up may be a little out of line with other melee sets, and you may want to remove the damage and recharge buffs from the latter (maybe add +Fear so that you have one AoE fear to go with all the ST fears).
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