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Zepp

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Everything posted by Zepp

  1. Technically, going back to Lewis Carroll, meant deadly or well-crafted. The vorpal judgement basically means deadly judgement. It just sounds so close to warp or portal, as in warping spacetime, or a spacetime portal, that it feels right. That being said, I think that adding an attack where you throw a knife through a portal as the T2 would be a good idea.
  2. I ran the numbers, and assault generally has 1-2 melee (most have 2), 2-3 ranged [excluding snipes] (most have 3), 1 melee AoE, 1 ranged AoE, 1 boost, and 1 special (often a snipe, sometimes a toggle). Manipulation has an immobilize, a melee, a boost, a sustain, and then the rest is generally a 1 or 2 soft or hard control powers, a utility power, and another melee single or multi-target attack or two. I can run the exact numbers on that if you like, but that is basically it. (Ran the numbers) : Manipulation generally has Five key points, T1 Immobilize, T2 ST Melee, T4 Boost, T6 Sustain, & T7 Utility. Now, these are not universal, but most Manipulation sets have these benchmarks (with minor variation in placement). They average about three melee attacks per set with about half of those containing both damage and control elements. About one in three sets also has a ranged damage attack. They have about four CC attacks per set (one of those is generally a T1 Immobilize) and about half of those attacks has a damage element. Sets have one to three utility powers that are either self buffs, enemy debuffs, or a click heal. Endurance and recharge are the most common self buff utility elements. I hope that helps with the definition of what a manipulation set is. That being said, I do not see why we are talking about Manipulation in a thread discussing an assault/armor AT proposal...
  3. I agree, I like the combo, but there would definitely need to be some adjustments, which may mean changing it from pure control sets to control + something else to limit pets.
  4. The problem with CC is that it is relatively useless in AV battles. That means you have pets that are less buffed than MM pets getting in the way while many of your powers are useless because CC is fairly useless in AV battles. That, and many of the control sets have more pets, meaning that a Tactician with illusion control could have more than a dozen pets out when you get to incarnates...
  5. Hurricane (from Storm Summoning) + Wormhole (from Gravity Control) + a corner = Slaughter That being said, you can do basically the same thing with Hurricane and TP Foe with any primary... and with Illusion Control as a primary you have five pets + two "pets" from Storm Summoning means that you have can summon enemies into a corner and keep them from escaping while your army destroys them... and with Superior Invisibility, all other enemies will ignore you!
  6. You can do well with petless MM, but it is only justifiable if the attacks are only available through the pet set. In general, it is a bad idea (but I will not dis the whip).
  7. Instigator (19.05.27.09.36.28) Feasibility: 5 - The secondary sets may take a while to fine-tune and I see balance issues as taking some time (the inherent seems inherently unbalancing). Niche: 5 - It is a unique role, but the question is whether it would feel necessary Interest: 4 - It would be fun to play with the powersets and see what I could make it do, but I do not see it as a mainstay. The Warlord (19.07.10.13.07.18) Feasibility: 6 - Easy to port sets, balance may have some issues as unbuffed pets may see them doing less damage than Masterminds. Niche: 2 - Definitely competing with Masterminds, but likely to be more complained about because they don't buff. Interest: 3 - I'd probably just stick with Masterminds. Winner: Instigator Defiler (19.06.09.22.12.59) Feasibility: 5 - The secondary sets may take a while to fine-tune and I see balance issues as taking some time. Niche: 6 - This is definitely in the DPS camp, but with a different approach to other DPSers out there. Interest: 5 - I think this is the best frontline support proposal I've read through. Assaulter (19.06.12.13.01.17.02) Feasibility: 6 - Easy to port sets, balance may have some issues as unbuffed pets may see them doing less damage than Masterminds. Niche: 2 - Definitely competing with Masterminds, but likely to be more complained about because they don't buff. Interest: 3 - I'd probably just stick with Masterminds. Also, an assaulter without assault sets? Winner: Defiler
  8. Captain (19.05.27.02.57.28) Feasibility: 6 - While easy to port powersets, I see balance issues as taking some time (the inherent seems inherently unbalancing). Niche: 4 - It seems to be competing for a niche with Defender. Interest: 3 - It would be fun, but I do not really see why I would choose it over a Defender. The Warden (19.07.10.16.18.03) Feasibility: 5 - The secondary sets may take a while to fine-tune and survivability may be difficult without hard controls. Niche: 5 - It is a unique role, but the question is whether it would feel necessary Interest: 4 - It would be fun to play with the powersets and see what I could make it do, but I do not see it as a mainstay Winner: The Warden The Duo (19.06.07.16.09.36) Feasibility: 6 - The playtesting that has already been done by the proposer has doubled the score here. Niche: 6 - This is definitely in the DPS camp, but with a different approach to other DPSers out there. Interest: 8 - I would definitely make at least one of these. Tactician (19.06.12.13.01.17.01) Feasibility: 7 - Easy to port sets, balance should not be too much of a problem. Niche: 2 - Definitely competing with Masterminds, but likely to be more complained about because they don't buff. Interest: 4 - As a fan of Controllers and Masterminds, I would definitely enjoy playing this, just think of all the pets out there with a gangwar going on, while supported by all my decoys... Winner: The Duo
  9. Wow, that would be awesome... It would also be a set that is easy to get three of four damage purple sets, which is always nice! However it would be nice to have a single-target ranged, maybe as a T1 or T2... Now I'm looking forward to finishing off the melee powerset compilation and talking about ranged!
  10. I understand that. (sorry I omitted "no" in my original response. I suggested that in addition to having the option for no redraw, having options that aesthetically/thematically make sense for zero redraw would also be nice.
  11. I'm trying to include all sets that have been posted. Let me know if you find any I've missed as I am going through all of the threads and there may be some deep-thread gems that I overlooked.
  12. The winners for the first round are in! Congratulations to Zoomer, Instigator Take Two, Protector, & Bulwark The next round of voting is open, four new matches! Vote for the battles in the Left Bracket and Right Bracket!
  13. Welcome to The Great Archetype Concept Battle. This is a set of polls wherein proposed Archetypes go head to head to determine community interest. The Polls will be open for approximately one week and the brackets will be updated weekly. The goal is to come up with a single proposed archetype concept that the whole community can rally behind. Voting should be based, in principle, on Feasibility, Niche, & Interest. Feasibility: 1 (difficult to balance, requires a large amount of set development, etc.) to 10 (could be in-game tomorrow) Niche: 1 (is already addressed by another AT) to 10 (there is a hole in the game that this would fill) Interest: 1 (I wouldn't play it) to 10 (I plan to make at least 20 alts in this AT) Your Contestants! Battle 1: Instigator v The Warlord Instigator (19.05.27.09.36.28) Assault/{Armor/Control} Toggle (Stalwart, Striker, Support): Stalwart acts like Power Boost, Striker damage bonus, Support converts toggles to AoE and adds an AoE heal chance to attacks. Instigators are less jack-of-all-trades than gapfills. They have the versatility to change roles as per what the team needs. They are what people who don't play Kheldians think Kheldians are. The Warlord (19.07.10.13.07.18) Pet/Melee Elite Guard: Warlord pets have a taunt attached to their attacks. In addition, pets provide a defense and resistance buff to the Warlord. Warlord damage heals pets. The Warlord leads the charge and motivates through example. Battle 2: Defiler v Assaulter 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. Assaulter (19.06.12.13.01.17.02) Ranged/Pet Group Distraction: Main aggro is diverted to pets. Assaulters are glass cannons that bring their own mobile meat shields.
  14. Welcome to The Great Archetype Concept Battle. This is a set of polls wherein proposed Archetypes go head to head to determine community interest. The Polls will be open for approximately one week and the brackets will be updated weekly. The goal is to come up with a single proposed archetype concept that the whole community can rally behind. Voting should be based, in principle, on Feasibility, Niche, & Interest. Feasibility: 1 (difficult to balance, requires a large amount of set development, etc.) to 10 (could be in-game tomorrow) Niche: 1 (is already addressed by another AT) to 10 (there is a hole in the game that this would fill) Interest: 1 (I wouldn't play it) to 10 (I plan to make at least 20 alts in this AT) Your Contestants! Battle 1: Captain v The Warden 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. The Warden (19.07.10.16.18.03) Assault/{Support/Control} [placeholder]: Defensive bonus against status-affected foes. Increased length for status effects. Wardens are jacks-of-all-trades in that they have a little melee, a little ranged, a little support, and a little control. Battle 2: The Duo v Tactician The Duo (19.06.07.16.09.36) Assault/{Pet/Armor/Support} Partnership: +DMG +ToHit in proximity to pet. Share power effects with pet. The Duo is an AT that is focused on working strongly with a single pet partner and balancing the burden with them. Tactician (19.06.12.13.01.17.01) Pet/Control Attacks of Opportunity: Pets do additional damage to controlled targets. Tacticians focus on disabling enemies for a form of controlled chaos.
  15. I would love no redraw (as well as Vanguard and Fire and Ice - Elemental versions of the staff)...
  16. It depends on the build. Some builds don't need Hasten, some builds need it to perma 2-4 powers. Some builds need it to put together a clean attack-chain. It depends on the AT and the sets. Also, you can have perma 85% resist across the board before incarnates if you build your PB a certain way...
  17. As I have stated, based on existing powers, making it an auto power would likely reduce the CD bonus to below 30% (GM Sijin mentioned 15-25%). Having it as a toggle would likely reduce it to 35-40% and probably have an endurance cost per second that is actually higher than the current crash. I think it is fine as it is, and changing it would lead to huge shifts in market behavior as well as nerfing certain powersets, such as Illusion Control, while being a huge boon to a lot of melee sets that don't actually need perma-hasten, but waste slots to get it to prevent the roller-coastery performance of a build that has massive shifts in cooldown rate.
  18. Oh my, purple inspirations tend to be much more expensive. I could throw the filter to Purple Only for a low-level character and be rich!
  19. As a point of reference, there are currently auto powers that provide +recharge. Time Lord and Quickness, for example, provide 20%, whereas clicks from primaries and secondaries tend to provide 50%. These powers provide other benefits as well, but these numbers suggest that an auto (no-click) Hasten would likely be valued at around 28-30%, which would be a huge hit for a number of builds.
  20. I was going to suggest Ill/Storm, storm "pets" are really good and offer AoE that is lacking in Illusion... Dark is a more traditional pet route...
  21. If someone can post Carp Melee I will add it to my Melee Set compilation thread.
  22. Varkarrus, I picked up Tendril and Astral from your other posts. I believe you shared Rapier with JusticeBeliever, but I haven't been able to spot it in the forums. If I can't find it I will link to your post in this thread when I've finished going through the other threads.
  23. Melee Melee is a powerset currently used by Scrappers, Brutes, and Tanks that uses melee attacks. This thread is designed as a compilation of proposed Melee powersets. I will do my best to go through the entire forum to find all Melee powersets, however if I do miss one (or not describe one as you like) let me know. Tendril Melee (19.06.03.23.54.01): A flexible take on Spines. --set is not described in post, but linked to via Google Docs-- Toxic Melee (19.06.25.15.57.04): Toxic damage in a spineless melee set. Bio Melee (19.06.25.15.57.05): An AoE-centric melee set that combines Lethal/Smashing/Toxic damage for a toxicly lethal smash. Volcanic Melee (19.06.27.09.31.02): Heat and smashing damage will literally melt your enemies faces. More AoE than Fiery Melee, with different mechanics. Reaper Scythe (19.06.30.08.46.01): A new take on battle axe that really reaps rewards when attacking higher level foes. Astral Guardian (19.07.12.12.10.01): Astral projection that packs a punch. --set is not described in post, but linked to via Google Docs-- Psi-Blade (19.07.20.09.59.01): Occam's Razor eat your heart out! Telekinetic Melee (19.07.20.09.59.02): Telekinetics with melee range and a mage-hand feel. Mental Melee (19.07.20.09.59.03): Really getting into the minds of your opponents. Single-handed Spear (19.07.20.09.59.04): Stabby-stabby-pokey-pokey. Multi-Limbed Melee (19.07.25.04.33.01): Four arms are better than two! Martial Prowess / MMA (19.08.10.11.14.01): A mix of current martial arts sets for a different feel. Rapier Melee (19.08.15.12.10.02): Dibs on the name Inigo Montoya! ST focus with rapier-quick wit and attacks... Vampiric Melee (19.08.18.06.35.02): When you just wanna say, "bite me." Gravitic Melee (19.08.29.09.03.01): A really heavy concept. Just remember the inverse square law... Daggers Melee (19.10.29.11.03.01): Et tu Brute? Temporal Melee (10.11.04.21.58.01): The time is right for this melee set! Note: Some powerset proposals were left out because they were just suggestions and not detailed sufficiently for inclusion. 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: DD8811 is the color I am using for Melee. ----- Taking a break, will complete this post at a later date, just finished going through the first 25 pages of the threads. -----
  24. Added Regulator. Regulator will not be in this round of competition.
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