Jump to content

Zepp

Members
  • Posts

    1615
  • Joined

  • Last visited

Everything posted by Zepp

  1. This sounds like loads of fun, but the problem you are likely to have is that leveling would be painfully random... Maybe change Fortune Favors the Bold: Auto Increase chance for a "better" result Chance that XP debt becomes Patrol XP upon resurrection And general scaling something like this: Chance Chance with FFtB Effect Name Effect Level 10% 5% Horrendous 50% Standard Damage, No Status Effects 20% 15% Bad 75% Standard Damage, 50% Status Effect 40% 40% Normal 100% Standard Damage, 100% Status Effect 20% 25% Nice 125% Standard Damage, 100% Status Effect, Weak Control 10% 15% Great 150% Standard Damage, 100% Status Effect, Strong Control My suggestion would be to have -def as the standard status effect, hard to defend from the unpredictable. For Controls I would suggest: Throw Small Item: Knockdown Fire One-Handed Gun: Knockback Throw Handful of Small Items: Slow Mystery "Squirt Gun": Confuse Rocket Full o' Fun: Knockdown Mystery Grenade: Stun Laser Designator: Hold Rod from God: Knockdown Or whatever you think is appropriate. It may be more difficult if you have different secondary effects at different chance levels.
  2. This sounds like a good idea that is easy to implement..
  3. This is interesting... I definitely want an AT with Assault primary, but having less control than a blaster in a control/defense secondary doesn't seem all that appealing. My suggestion would be to either go for actual control powers (as someone who often plays controllers, immobilize, slow, and KB/KD/KU barely count as control powers...) - That might justify the conceptual and balancing work of mixing control and defense powers - in your mixed sets or go with either buff/debuff (Defender primaries) or defensive sets. The buff/debuff sets would make some interesting pairings and allow for something similar to a Corruptor, but with a different mix of ranged/melee. Defensive sets would offer a middleground between Sentinel and Scrapper.
  4. Thanks for the shout-out!
  5. I see your point, but it would be much harder to differentiate that set from Fiery Assault in feel and visuals.
  6. I understand the concept of the build. I was just saying that Mastermind is already basically hybrid DPS/Support, having a Tank with pets would give greater separation. The other way would be to take the glass-cannon-ish route and have the pets as your primary survivability mechanism by having melee primary and MM pet secondary as is (with modifications to def/res aggro for the pets). The proposal as it stands seems to be going for a weak scrapper with disposable pets. What I think you would like this to be is going to be much more difficult. Changing the pets as they are to buffbot meatshields with minimal dps. What I meant to say earlier was that the tank with pets route would be more practical and easier to implement.
  7. I think a tanky mastermind is doable, however I would do Armor primary and MM pet secondary, drop the damage and increase inherent def/res for minions.
  8. Current proposal - no new animations, but modified powers: Name Animation Level Description Corruption Corruption 1 Ranged, Minor DMG (Fire), DoT (Toxic), -Res Hellfire Blade Fire Sword 2 Melee, Moderate DMG (Fire) Minor DoT (Toxic) Infernal Lash Lash 4 Close, High DMG (Fire), Foe -Res, Immobilize, Minor DoT(Toxic) Infernal Whip Crack Crack Whip 10 Short Ranged (Cone), High DMG (Fire), DoT (Toxic), Foe -Res, Stun Hellfire's Wrath Envenomed Blades 16 Self +DoT (Fire/Toxic), +ToHit on all attacks Fueling Flames Cauterizing Aura 20 Toggle: PPBAoE, Minor DoT (Fire/Toxic), Self +HoT, +Rec Hellfire Dervish Fire Sword Circle 28 PBAoE, Moderate DMG (Fire), Minor DoT (Toxic) Summon Hellfire Hell on Earth 35 Ranged (Location AoE), Minor DoT (Fire/Toxic) Greater Hellfire Blade Greater Fire Sword 38 Melee, Superior DMG (Fire) Minor DoT (Toxic)
  9. There are currently two Assault sets that have some type of healing ability (Drain Psyche in Psionic Assault & Life Drain in Dark Assault). Forgot that was in there... ================================= I am going to make a couple of changes to the OP: I am removing Build Up, adding Envenomed Blades (With a suggestion to change the name at the bottom) I am bringing back Hell on Earth with an asterisk, in the bottom I will note that it is to be changed to Summon Hellfire which will essentially be a Patch AoE with Fire/Tox DoT.
  10. Thanks for the suggestions, I incorporated your ideas into the set proposal. [please also not suggested changes to existing powers at the bottom, below the no-new-powers proposal].
  11. Technically the whip attacks are two ranged and one ranged cone.... Assault sets average 2.727 ranged ST attacks (if I remember correctly), and 1 ranged MT attack. So this is in line with other assault sets. Furthermore, if you check the whip thread, while Coyote did mention the scenario you brought up (Steampunkette), there were two mentions of using fire sword animations. Because Assault sets generally have 2-3 ST ranged, 1-2 ST melee, and one multi-target attack for melee and ranged, adding more range did not make sense for porting Whip. As such, I went with the fire sword approach which gives us Ranged, Close, 2 Melee, one cone, and one PBAoE for the core attacks. Add a buff and you are 2 attacks from completing the set. Two sets have damage auras, and one set has a summon, so those seemed like good ideas. Most sets do have a sniper, but blazing bolt is already in the Fiery Assault set and there are three non-sniper sets out there already. So, going with a damage aura and a summon seemed like an interesting turn within the range of previously developed Assault sets. Coyote, you make a good point, and I had considered a DoT/HoT power, but there are not many that are in-game... What would you think about the idea of adding Cauterizing Aura to replace Blazing Aura (make it a fire/tox DoT to keep it in line with the rest of the set), and then (apologies, I misread Hell on Earth (was thinking it was more like gang war)) replace Hell on Earth with Rain of Hellfire (a modified version of Rain of Fire that offers a Fire/Tox DoT patch with HoT as well)?
  12. Thanks for the comments biostem. I do have some suggested changes under the unadjusted powerset. The suggestion for using fire sword came from the Whip thread. I think that the animations should be fine, maybe adjusting the damage type to make it fit a little better.
  13. Based on discussions about porting Whip, I thought I would flesh out what Infernal Assault (A Secondary Powerset for Doms) would actually look like. I went through and examined all current assault sets, did an analysis of what appears within the sets, and then used Demon Summoning, Fiery Melee, and Fire Manipulation as the basis for the available powers. The six attacks that were considered core were to be the whip and fire sword attacks. So, this is my proposed set, with no new powers. Corruption 1 Ranged, Minor DMG(Fire), Foe DoT(Toxic), -Res Fire Sword 2 Melee, Moderate Damage(Fire/Lethal) Lash 4 Close, High DMG(Fire), Foe -Res, Knockdown, Minor DoT(Toxic) Crack Whip 10 Short Ranged (Cone), High DMG(Fire), Foe -Res, Knockdown, DoT(Toxic) Envenomed Blades 16 Self +Toxic Damage on all attacks Cauterizing Aura 20 Toggle: Point Blank Area of Effect, Minor Damage over Time(Fire), Self +Heal over Time, +Recovery Fire Sword Circle 28 Point Blank Area of Effect Melee, Moderate Damage(Fire/Lethal) Hell on Earth 35 Ranged, Pet +Dmg, +To Hit, Summon Living Hellfire *[see comments] Greater Fire Sword 38 Melee, Superior Damage(Fire/Lethal) Possible changes I would like to see: Consider changing lash to an immobilize and crack whip to a stun [more appropriate for the powers] Consider changing Fire in Sword, change fire in attack titles to Hellfire, also replacing the Fire DoT with -res and Fire/Tox DoT [bring in line with whip] Consider changing Envenomed Blades, change name to Hellfire's Wrath, change Tox damage to a Fire/Tox DoT [more interesting and thematic] Consider changing Cauterizing Aura, change name to Fueling Flames, and changing Fire DoT to Fire/Tox DoT [bring in line with the set] Consider changing Hell on Earth, change name to Summon Hellfire, change from enchant pet to close targeted AoE (patch) with Fire/Tox DoT [Make functional for the set] --Amended the Post Subject
  14. Just as a note, the Assault sets for Dominators don't necessarily need control effects like Stuns and Immobilizes. Leaving the Knockdowns and -Resist debuffs in the attacks would work fine, since this would be for a Dominator secondary powerset, not for a primary Control set. I understand this, I was just saying that those effects would make more sense than KD, and I used it as an excuse to offer the change. I also support the alternative Hellfire Assault idea.
  15. Whip is intriguing because two of the three attacks that exist are either very short-range ranged attacks, or extremely long-range melee attacks. I would love to have this set as a semi-long range scraptroller type set. However, I think it would be easier to port it as a portion of a Carnage Assault set for Dominator. That way they would have the three Whip animations, replace the KD on lash with an immobilize, replace the KD on Crack Whip with a stun, and then fill the rest with throwing knives, repurposed sword animations with knives, and possibly a grenade or sniper rifle to round it out...
  16. Interesting, I see Storm Summoning, Traps, and Trick Arrow (even Kheldians) far more often than I thought I would. These, to me, seem like they are the more strategy/thought intensive sets that require a little more finesse to use well. I don't think they are underpowered at all. That being said, the one I am surprised to have not seen come up more is Sonic Resonance. Not that it is overall a bad set, but its resistance bonuses do not seem in line with the comparable defense bonuses from Force Field. No powerset is taken in a vacuum, some require more skill and thought than others, and I guess what I am asking is for people to consider this when making suggestions.
  17. Wait, so I could have maxed out Resistances while squidding?
  18. If you activate Light Form, can you switch forms? And do the bonuses follow you?
  19. What Coyote said, SI allows you to solo most content because you never need to deal with more than one mob at a time. On the other hand, using your secondary invisibility stacked with GI will make your group sing your praises... Taking all three gives you versatility and LotG slotting choices...
  20. So it is "crashless" insofar as you do not lose 99% of your health and all of your endurance, but you do take a 50% hit... is there exhaustion (zero recovery?)
  21. Zepp

    Ranged tanking?

    Sentinel would need a strong taunt and a strong immobilize to do that. They still couldn't herd though...
  22. That sums up the concept behind Stalker... Although, hurry up and wait is also a common description...
  23. Superior Invisibility (SI) is the strongest stealth in the game. It is, however, very endurance intensive. It does give you the ability to kill mobs without their friends noticing. Group Invisibility (GI) is a click power, so it stacks with toggles and offers extra defense, stealth, and threat reduction to any stealth power for your entire team. It is not as strong as SI, but it is still a damn good stealth power. SI 4.5 base defense (2.25 when in combat) GI 3.75 base defense (1.875 when in combat)
  24. Zepp

    Damage Auras

    What I am looking for is the PBAoE damage aura stack. Having one following you and the other centered on you won't give you that stack. It may be more effective for some playstyles, but it is not the kind of playstyle I was looking for (which is why it wasn't on the list). However, to keep it in the discussion, I will amend the OP with an asterisk when i have time.
  25. Six-Six, my guess would be 8s, but I have no data on that. I am currently running my DP/Nin Sentinel without Swap Ammo. I may try a respec to test it when I have time... But it is finals week, so I have a lot of grading to do.
×
×
  • Create New...