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Zepp

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Everything posted by Zepp

  1. Any build with Storm played by someone that doesn't know how to use Storm... (it is one of the best power sets out there, but it does require actual skill and reasoned application).
  2. When there is a whip set that does not require you to be a MM, I may consider endorsing this... Also, proof to the contrary...
  3. In order to help people "sound" the way they want to, I think it would be ideal to allow the setting of the default font per user, rather than having a global default.
  4. Thanks for this. My thoughts exactly. I think they do reward switching. Ranged gives you the boost you the speed boost you need to penetrate lines and get into melee range, melee slows your enemies, making ranged more effective. In fact, I think the lack of a straight stack mechanic is better at promoting rapid switching between modalities while not forcing mode-switching. A stack mechanic promotes five ranged to build stacks, five melee to burn stacks and build five new ones, rinse and repeat. The proposed mechanic allows both versatility, but also a blast-scrap-blast feel of where the hell are these attacks coming from. Ideally, you want the toon to be able to be in and out of melee range so that the enemy wonders how they went from 80' in front of them to 80' behind them throwing a melee attack in there somehow (while not being unbalancing). In addition, I believe it would be easier to implement the speed buff-debuff mechanic than designing a new stacking system. I understand where you are coming from, but I disagree.
  5. As someone who uses hexcode to provide visual clues in certain posts, the inability to see which hexcode I used on a previous situation is annoying. I'm fairly good at guestimating, but I prefer not having to. Other than that, I definitely prefer the darker background, it makes it easier to read. I'm not 100% sold on the visual background either, but overall I think it looks good, and is likely easier for 99% of forum users to use. The tags may turn out to be a really good thing if more people start using them, and possibly go back and back-tag their posts. Btw, the hexcode for this background is 1a293b.
  6. I would argue that Instant Healing could be on a 450 cooldown 120 duration (or auto/toggle) with 50-75% of the current regen bonus would be a reasonable adjustment to make it compare better with other sets while not making it OP. Maybe add some debuff resist to it for good measure? Currently Regen has two OhShtick buttons, Instant Healing, which through incarnates and IOs can be up only about two thirds of the time allows your big OhShtick I'm in the middle of it and I need survivability for another minute and a half or I'm toast. While MoG gives you that big OhShtick I'm about to die unless I disengage button. By spreading out that bonus at a lower degree and removing one click you may lose the ability to get to nearly 2k regen, but have a reliable 1.5k regen...
  7. As some of you may have noticed, I have been compiling a list of all proposed Archetypes. This has actually raised my awareness of two unique power sets. The first is more commonly brought up when discussing new ATs, and that is Assault. Many people have proposed making an AT with an assault primary (or assault/pet). Manipulation, on the other hand, was only brought up once. So, I got to thinking, what if you put these two versatile sets together. You would have a mix of melee and range for one set, and a mix of self-buffs, minor CC, some more melee, and a dash of sustain. Take the two together and you have a wonderful mix of abilities. But then the question is, how do you conceptually merge these two sets together. Then my son was talking to me about the prevalence of speedsters in superhero comics, television, and movies. It all came together, my answer is the Zoomer. This is an archetype that is seemingly all over the place. It is wonderfully complex, slightly difficult to play well, and, at the same time, quite versatile in the right hands. So, the manipulation primary allows the Zoomer to have a selection of soft control tools and buffs that are very useful for shaping the character. At the same time, the Assault secondary really helps out, especially getting through the early levels. The problem is, to take full advantage, the Zoomer will need above average mobility. That is where I came up with the inherent, Zoom. I know, not exceptionally creative, but hear me out. Zoom has three elements. First, it increases the default speed caps for running, jumping, and flying. Second, it applies a self +SPD buff for ranged attacks. Finally, it provides a -SPD debuff for melee attacks. These buffs/debuffs are scaled to attack time so a 1.188s attack would provide a 10% buff/debuff for 4s while a 1.848s attack would provide a 15% buff/debuff for 6s (numbers are approximate and open for discussion). The set is designed to keep your enemies in one place while the Zoomer is all over the place. It maximizes the synergy between two unique power sets, while providing a different feel for either set as compared to playing a dom or a blaster. While it is most likely to be favored by solo players, it does provide a unique role in groups, penetration. In theory, it would be the best class at reaching deep into enemy lines and hitting the blasters in the back, using speed and manipulation's sustain as their primary defense. This AT will give you the feel of playing a speedster in a way that current ATs can't match. At the same time, it is not overpowered, difficult to balance, or difficult to implement.
  8. Added, sorry about the timestamp and color being a little off. The new forum style does not have full time stamps, so it lost the second parameter. In addition, the lack of html made me have to guestimate the color. The colors were initially based on the average of the colors of the subsets, unfortunately, without those colors hexcodes I couldn't figure out the exact average, and copying from the Defiler led to breaking of the link (or adding the link would break the color). So I did the best I could. I hope the description successfully translates your intent in a succinct manner. I just realized, some posts and edits were lost in the transfer. I am also changing Manipulator from Support to Manipulation.
  9. I'm not a big fan of resist sets, but I would definitely be interested in trying out Psionic Shielding.
  10. Just a little run-through: Set Pr Se MU Pr MU Se Assault 3 0 1 0 Melee 2 3 1 1 Ranged 1 1 0 0 Pet 2 2 2 0 Support Manipulation 2 1 1 0 0 0 3 0 Armor 2 1 0 3 Control 0 2 0 3 Melee is the most popular, being proposed for primary twice, secondary thrice, one primary mashup, and one secondary mashup. Pet is following behind strongly with two proposal each as a primary, secondary, and primary mashup. However, Support is not too far behind, being proposed for primary thrice, secondary once, and thrice as a secondary mashup. The most popular primaries for AT concepts are Assault and Support. The most popular secondary is Melee. A Melee or Assault and Pet mashup primary seems to have some support, while Support and Armor seems to be a popular mashup as a secondary. Melee/Support or Support/Melee is a recurring concept, the idea of frontline support seeming to be the biggest hole in the current spread of ATs. On the other hand, there is also an apparent need for a rearguard tank to support ranged squishies in their defense. I'd say something similar to the The Paladin (perhaps increasing based on buffs rather than enemy engagement for the inherent) would likely be the highest ranking for feasibility and niche. Although, the popularity of expanding Assault beyond a single AT would also lead me to suggest that a Support/Assault version would be more likely to get traction. What I would like to play is something akin to the Tank-Mage, but perhaps make it a straight Armor/Control set, perhaps increasing damage scaling for Controllers and Tank-Mages. Maybe a chance to increase the magnitude that scales with the number of proximal enemies would be a feasible inherent. That being said, a really popular and highly infeasible AT would be an {Assault/Pet}/{Support/Armor} AT similar to The Duo.
  11. Added to the OP. Sorry, posts shift position and I missed some on the first and second run-through.
  12. As a note: I went through 44 pages of posts, it is highly likely that I missed something, especially if it isn't in an OP. Please give me a heads up if there is a proposal that needs to be added or updated. Also please rank according to: 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)
  13. I am compiling archetypes so that you can easily find what is already out there and perhaps we can get a discussion going about viability and more popular options moving forward. In terms of formatting, I am starting off with the name and a date stamp which acts as a link. This is followed by the primary/secondary combo, inherent, and a very short description. I am organizing them by primary power set Assault, Melee, Ranged, Pet, Support, Manipulation, Armor, Control, then mashup. Marshal (19.05.23.13.29.47.01) Assault/Pet [placeholder]: Scaling resistance for main and pets based on nearby enemies. This is a shock and awe set that focuses on running in and absorbing the alpha and then fading in the background for cleanup. 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). 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. 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. Operative (19.09.24.06.34.01) Assault/{Armor/Manipulation/Control} Preparation: Low threat level, stealth (weak), and a bar that constantly builds but is reduced by attacks - grants improved secondary effects Operatives are strategic agents that have many skills that they must strategically employ to be effective. They use a Manipulation secondary that has been bolstered by a modicum of armor and control for survival. 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. Kamikaze (19.08.29.22.14.07) Melee/Ranged [placeholder]: Assault on crack. Tankermind (19.06.26.05.17.xx) Melee/Pet Lead by Example: Heals shared with pets, damage bonus for untargeted pets. Tankerminds are frontline generals that bring their own army. 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. 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. Deadeye (20.01.31.11.06) Ranged/{Support/Armor} Neutralization: Crit while hidden or while enemy is CCed Deadeye are single target snipers that take down their prey before they even know they are prey. 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. 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. Dissident (19.08.29.22.14.05) Pet/Control [placeholder]: A set designed to unleash the hordes onto the battlefield. The Paladin (19.07.20.23.47.10) Support/Melee Zeal: Provides HoT and Def, which increases with enemy engagement This is a melee support class with sufficient sustainability to be in the fray, but not enough to tank. Guardian (19.05.23.15.57.29) Support/Melee Coverage: Ally buffs also buff the Guardian. Scaling HP boost per nearby enemies. Guardians offer support from within the fray. Bulwark (19.08.02.11.18.xx) Support/Melee {Positive/Negative} Reinforcement: Use of support boosts the effects of support while decreasing damage and to hit, attacks boost damage and to hit, but decrease the efficacy of support. Bulwarks are front-line support, offering buffs and debuffs from within the fray 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. Manipulator (19.05.23.13.29.47.02) Manipulation/Control Edge: Non-stacking defense/resistance debuff for specific damage types, with a weak general secondary debuff. Manipulators are a buff/debuff focused controlling AT. The Bastion (19.07.10.16.20.04) Armor/Ranged Shield Wall: Damage to nearby teammates is shared with Bastion Bastions are backline tanks, protecting the blasters, defenders, and controllers from insurgent line penetrators. Safeguard (19.08.29.22.14.04) Armor/Support [placeholder]: Safeguards are there to offer you a helping hand and keep you alive. The Commander (19.09.06.22.04.01) Armor/Control Command: Chance for increased magnitude control based on nearby enemies & increased damage based on how many enemies have been controlled. The ultimate mitigator, Commanders take blows and control the battlefield. Commander (19.08.29.22.14.06) Armor/{Melee/Pet} [placeholder]: A tanky Wolf Spider. Tank-Mage (19.05.23.17.14.14) Armor/{Control/Melee} [placeholder]: A tank that focuses on both aggro management and controlling enemies through, well, controlling enemies. 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. Infested Infiltrator (19.07.13.09.46.25) {Melee/Pet}*/Armor* [placeholder]: EAT similar to a Wolf Spider but with a more alien feel. Mech Commander (19.09.01.04.11.01) {Ranged/Pet}/{Pet/Support} [placeholder]: (E?)AT that allows you to enhance your abilities through powered vehicles and supportive call-downs. 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... Rikti Soldier (19.10.11.07.54.01) Melee*/Armor* Hive Mind: Bonus damage v Rikti (weakness to Rikti damage) A playable Rikti Soldier.
  14. Nice sets, well thought out and designed!
  15. It is "Currently not known" There are some that argue that because of the cast time of 3.3s, 63.3s recharge is functionally perma-PA. However it is unclear whether this is the case. Either way, the new PA is not the old PA in terms of aggro. Therefore, you will run into the same issues either way... a good argument for having SI/GI both running as they drop your threat level by 200% while Phantasm and Spooky cover for those lazy respawning PAs...
  16. Anyone else with thoughts about the set, or about limiting toons to one version?
  17. The reason I suggested not having both was to prevent it from being overly versatile.
  18. I like it, although I think Corrosive Mist should either be a toggle (no timer) or a click, but not the sort of middle ground you are suggesting. I would also suggest replacing Aim with something similar to Envenomed Blades that stacks an additional Toxic DoT on the target.
  19. Alright, hear me out here, I was thinking that we have a lot of runework at the tailor, some auras, and whatnot, but we don't have arcane sets. What would it be? Well, it would likely fit into the Jack-of-all-trades type role. Those roles mean different things to different sets: Vulgar: the default toggle (no power investment) Smashing/Lethal damage type; primary debuff is -Res; primary control is Stun; mixed defense Natural: Toggle 1 (requires investment in toggle power) Fire/Cold damage type; primary debuff is -Rech; primary control is Immobilize; Regen-centric defense Karmic: Toggle 2 (requires investment in toggle power) Energy/Negative damage type; primary debuff is -Def; primary control is Confuse; Resist-centric defense Cursed: Toggle 3 (requires investment in toggle power) Psionic/Toxic damage type; primary debuff is -Reg; primary control is Fear; Defense-centric defense Each powerset would use the toggle (with different results), but they would be mutually exclusive - no Arcane/Arcane toons. These sets would lend themselves to either specialization (favor one arcane type) or morphing fight styles. This would not be on par Kheldians, but it would be more salient than switch ammo. The powers would use a range of abilities, many of which could borrow from existing animations, but have various effects based on the toggle. The least versatile set would be Arcane Armor, because of the different types of enhancements needed for optimization.
  20. The Demonic Hellfire attacks have a distinct graphic set from Fire Blast. You can KIND OF see it in this video: The best way I can think of to describe it is Liquid Flame. More like the fire that is -on- the whip than the fire blast particle-storm. More distinct flame shapes moving around inside each other. Like dropping Lighter Fluid through a blow-torch. I know what your talking about, but I think there may be a better way to get player access to that animation.
  21. In a discussion on a proposed powerset: Infernal Assault there has been a lot of interest in the specific visual aesthetic of fire powers from summoned demons. Now, while I agree that this aesthetic is powerful and would be great to access, I do not think Infernal Assault is the best place for it. As such, my suggestion is to port the visual effects from the demons' powers into Powerset customization, allowing them to be used in many of the Fire sets.
  22. Just wondering if someone could do the math on what this set would theoretically look like at a more granular level...
  23. The Damage Type and -Res would set it apart mechanically, but the visible difference is important for those involved in PvP, as well as providing an actual aesthetic incentive to choose it over another set. My stance is that I am fine either way, I want my whip. However, I think the set I am currently proposing is the better way to go. I think the lack of range would be easier to sell it because of how powerful -Res can be.
  24. It's okay, I won't tell him...
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