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Alchemystic

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Alchemystic last won the day on September 20

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  1. Getting closer to the end of Spooktober so I wanna round out the Hellfire theme with the addition of Support and Armor powersets! There's still some material in the Demon Summoning powerset that could be used, so I plan to implement that here and finish the theme for Halloween! Hellfire Affinity - Abyssal Reconstruction: Power taken from Demon Summoning's 'Ember Demon', Healing allies in a PBAoE - Ember Shield: Power taken from Demon Summoning's 'Ember Demon', providing allies with Resistance to Smashing, Lethal, Fire and Cold - Abyssal Mending: Power taken from Demon Summoning's 'Ember Demon', Healing a single ally for a large amount - Hellfire Shield: New power that uses the same standard Aura visible on 'Hellfire Gargoyles'. Provides Resistance to Fire, Toxic, Energy and Negative - Demonic Warding: New power that uses the 'Naughty Halo' aura. Provides mez protection to a single ally. - Infernal Pact: New power that uses the same rising flame FX as 'Summon Demon' powers. Resurrects a single ally and boosts their damage and MaxHP temporarily - Torture: New power that uses the Smoldering aura FX on enemy target. Holds the target and deals minor Toxic DoT - Purgatory: New power that uses a large 'Ring of Fire' FX in an area. Enemies in the area are intangible - Penance: New power that uses the Hellfire Gargoyle's eye glow FX on self and target. Target suffers heavy debuff to damage, resistance and regeneration Hellfire Aura - Smoldering Shield: Personal version of 'Ember Shield', with similar FX and resistances - Hellfire Aura: Power taken from Demon Summoning's 'Hellfire Gargoyle', Creating a toggle PBAoE field that deals Toxic DoT to nearby enemies (Not available to Stalkers/Sentinels) - Been Through Hell: Autopower that increases MaxHP and minor resistance to Fire, Toxic and Negative (Sentinels split the MaxHP and Resistances into two different autopowers) - Abyssal Shield: Personal version of 'Hellfire Shield', with similar FX and resistances - Demonic Ward: Personal version of 'Demon Warding', with similar FX and protection - Abyssal Sustenance: New power that uses the same FX as 'Abyssal Reconstruction', Siphons health from nearby enemies and deals minor Toxic damage to them (Stalkers/Sentinels get a standard Self Heal) - Cloak of Terror: New power that uses the Hellfire Gargoyle eye glow FX, nearby enemies are Terrorized much like Cloak of Fear - Infernal Bargain: Personal version of 'Infernal Pact', with similar FX and effects - Demon Form: New power that uses the Ember Demon's default aura FX, granting the player a huge boost to Absorb, Damage and Recovery
  2. I did have a look around but seems all we have is a seagull 😅
  3. There are also two other animal models found in game; the 'Shadow Hound' and 'Wodan' They seem to behave a little different to the Canine/Feline rigs as mentioned in the first post, so I'm not sure if they have a complete set of animations (they always seem to be in 'combat pose' for example). They could be added to the list of options, maybe as a higher tier reward?
  4. I'm open to any form of implementation, really. I only settled on the Aether system because they're mostly a cosmetic feature.
  5. So we're seeing a lot of new additions to the Prismatic Aether costume rewards, and I wondered to myself what other possibilities could this new cosmetic system be used for? Perhaps we could expand the amount of 'Animal Travel' forms we have access to! Right now we have the 'Coyote Travel Power' and 'Panther Travel Power', but there are so many models that actually use the same animation rig as many other quadrapedal models in-game. So, what I'd love to see is maybe the addition of new forms available in the Aether vendor that fall into the category of 'Canine Travel Powers' and 'Feline Travel Powers' For Canine Travel, we could have access to the 'German Shepherd', 'Wolf', 'Dire Wolf' and 'Black Wolf' models; For Feline Travel, we could have access to the 'Lioness', Lion', 'Liger' and 'Spirit Panther' models: I don't imagine these having a significant cost as they aren't able to be used in combat, but should still have the same travel capability as the Coyote/Panther powers, so a standard 10 Aether should suffice. I could potentially see the selection being expanded in future, if new model textures are made, perhaps even smaller animals such as dogs, cats and foxes! But for now, I think the eight additions above would be a great starting point for more options.
  6. Since we're into Spooktober I figured I would carry on with the horror vibe and revisit another one of the older powerset themes; Hellfire! Hellfire powers have always been a popular suggestion here on the forums (usually the whip powers), which was explored here in the form of the more close-range powersets such as Melee, Assault and Manipulation, but there's actually a lot more material unique to Demon Summoning that could be used for other powersets, especially if we combine the unique FX that both Hellfire and Fire demons have access to. So lets see what we can make using that stuff! Hellfire Blast - Embers: Uses the unique 'Flares' variant FX belonging to Fire Demonlings, dealing light Fire/Toxic DoT at range - Corruption: Uses the non-whip variant FX belonging to Hellfire Demonlings and Hellfire Gargoyles, dealing moderate Fire/Toxic DoT at range - Perdition: Uses the unique 'Hellfire/Fire Breath' FX belonging to most non-ice demons, dealing moderate Fire/Toxic DoT in a cone - Smolder: Uses the unique 'Fire Blast' variant FX belonging to Fire Demonlings and Ember Demons, dealing very high Fire/Toxic DoT at range - Aim: Standard Aim power - Eruption: Uses the same FX used for summoning demons, creating a patch of flame in an area that deals moderate Fire/Toxic DoT to enemies who enter - Decimate: Uses the unique 'Fire Ball' variant FX belonging to Ember Demons, dealing high Fire/Toxic DoT in a ranged AoE - Hellfire: Identical power belonging to Hellfire Demonlings, dealing superior Fire/Toxic DoT at close range - Cataclysm: Uses the 'Pyronic Judgement' FX, though on a much smaller scale, dealing extreme Fire/Toxic DoT in a ranged AoE Hellfire Control - Snare: Uses the 'Hell on Earth' animation and FX, but targetting the enemy's legs, immobilizing them and dealing minor Toxic/Fire DoT - Damnation: Uses the 'Hell on Earth' animation and FX, holding them and dealing minor Toxic/Fire DoT - Mass Snares: Cone version of 'Snare', using the 'Crack Whip' animation and the unqiue Demon 'Fire Ball' projectile - Seethe: Uses the 'Corruption' whip animation, creating a patch with the 'Enflame' FX that slows enemies and deals Toxic/Fire DoT - Torment: Uses the 'Lash' animation with affected foes having the 'Ember Shield' aura, causing Fear in a cone - Whiplash: Uses the 'Corruption' whip animation and a larger Demon 'Fire Ball' projectile, stunning foes in an AoE and dealing minor Toxic/Fire damage - Mass Damnation: AoE version of 'Damnation', using the 'Crack Whip' animation and the 'Pyronic Judgement' projectile - Brimstone: Uses the 'Lash' animation and the same FX used for summoning demons, creating an AoE knockdown patch that functions like Earthquake or Ice Slick - Hellspawn: Summons 2 flying pets that look like Demonlings, but much smaller and possessing 'Burned' wings. They use Embers, Corruption and Claw Rake as powers
  7. Figure I'd weigh in here since I've been pinged From my (somewhat limited) understanding of how archetypes are designed, I'm led to believe they are a lot more work than they appear. If we take Stalkers and Sentinels for example, they both use existing powersets in their setup, but they have to be reworked in order to suit the needs of the archetype. This is a pretty lengthy process, and in some cases some powersets may not even be viable (Shield Defense on Sentinels, Titan Weapons on Stalkers, etc). So the work being done to make an archetypes is going to pile up. Melee/Support gets suggested a lot, and I mean a lot, but despite it's popularity there are a lot of problems regarding how to balance it. I'm sure they've tried, it's unlikely that they haven't at least given it some thought, but I think it definitely says something about how difficult these things can be if we haven't seen it happen yet.
  8. I think the 'Helper' status is all we ever needed in terms of functional titles, anything GMs assign is likely to go to people's heads.
  9. I was close to making the T9 power for the support set similar to Warshade's 'Dark Extraction' and it would have gone by that name! 😅
  10. Okay! So, looking through some of the older stuff here for inspiration, cos I realise I've been neglecting finishing some of the powerset themes from way back. I wanna try and get some of them rounded out until something else comes up! So first off is the 'Spirit' power theme, which I made a few sets for HERE and HERE. The premise of these powers is using a green/teal version of the 'Soul Mastery' FX along with some of the other 'ghostly' themed stuff to flesh it out, but dispite making a few melee powers, I never got around to making a Melee powerset. I'm also gonna try and make an Armor powerset to compliment it, and a Support powerset since Armor/Support have a lot of overlap. Spirit Melee - Ghostly Hand: Quick melee attack similar to 'Mental Strike'. though uses Soul FX instead of Psionic ripples - Torment: Standard melee attack with Soul Mastery FX on hands, target briefly has the Illusion Control 'Spectral Wounds' FX - Poltergeist: Heavy melee attack similar to 'Telekinetic Blow'. though uses Soul FX instead of Psionic ripples - Spirit Nexus: PBAoE Damage power, uses a large 'Soul Storm' FX on player with a growing 'Spectral Wall' FX from Illusion Control. Not available to Stalkers - Build Up: Standard Build Up power - Taunt/Placate: Standard aggro management power - Assassin's Dirge: Stalker unique power. Same animation as 'Assassin's Eclipse', but with heavy Soul Mastery FX around the arms. - Grasping Spirits: Close cone power with similar reaching hands as the Soul Noir 'Living Shadows/Torrent' powers, with heavy use of Soul FX around the targets. - Spectral Ray: A powerful ranged power that uses the same FX as Soul Mastery's 'Dark Obliteration', though without the AoE - Soultaker: Heavy Melee power, with Soul Mastery FX on hands, while target has the 'Soul Storm' FX momentarily Spirit Armor - Ghostly Armor: Armor toggle that provides Defense to Smashing, Lethal, Cold and Negative. Has similar FX to the Croatoa/Pirate ghosts - Gravesite: PBAoE toggle that deals Negative DoT. Uses the 'Ghosts' aura on player with 'Cloak of Fear' FX. Stalkers reveive a Fear toggle later instead - Spirit Armor: Armor toggle that provides Defense to Negative, Fire, Psionic, and Energy. Has a similar aura to the 'Spectral Terror' FX - Life Essence: Click power that heals the player and grants a small boost to Toxic resistance. Uses the same swirling Soul FX as 'Shadow Meld' - Excorsism: Click power that provides mez protection for a short duration. Uses the 'Shadow Meld' Soul FX surrounding the body - Etherealness: Stealth toggle that provides a little positional Defense. Uses the 'Ghosts' aura without the swirling spirits. Stalkers get Hide at T1 instead - Peer Beyond: Toggle power that increases ToHit and Perception, and resistance to them being DeBuffed. Uses the 'Tendrils' eye glow aura - Ressurection: Self ressurect power that uses the 'Soul Storm' FX on the player body - Astral Projection: Click power that causes you to become briefly intangible while increasing recovery and absorb. Uses the same aura as 'Spectral Terror' Spirit Affinity - Rejuvenation: PBAoE healing power. Uses an expanding 'Spectral Wall' FX and waves of spirits from the 'Ghosts' aura - Ghostly Shield: Ally version of Ghostly Armor, with similar FX - Life Force: Ally version of Life Essence, with similar FX - Spirit Shield: Ally version of Spirit Armor, with similar FX - Exorcise: Ally version of Exorcism, with similar FX - Ethereal Plane: PBAoE version of Etherealness, with similar FX in a larger area - Ressurect: Ally version of Ressurection, with similar FX - Weaken Veil: Targetted intangible patch power similar to 'Black Hole'. Uses a heavier version the 'Ghosts' aura with affected foes having the 'Spectral Wounds' FX - Hallow Ground: Targetted AoE Immobilize field with minor Negative DoT. Uses the 'Cloak of Fear' aura at location with 'Spectral Wall' FX on affected foes
  11. @Jiro Ito do you have any ideas what assets could be used to make the powers in your set? It's a nice idea, though it would really benefit visualizing it beyond weaponry 🙂
  12. Potentially! Admittedly I hadn't thought about Magma's gimmick all to hard, but -def on some powers sounds fitting.
  13. Got me thinking what other weapon powersets might be possible, so while the creative juices are still flowing, think I'll try my hand at something; Arrow Control - Electrified Net Arrow: Taken from Tactical Arrow, serves as a viable Immobilize power that unlike it's Trick Arrow variant deals Energy DoT. - Poison Arrow: Uses Poison Gas Arrow's projectile and the 'Paralytic Poison' FX, Holds the target while doing Lethal damage and Toxic DoT. - Frost Arrow: Uses Ice Arrow's projectile. Immobilizes targets in an AoE using the 'Frostbite' and 'Ice Slick' FX, while also dealing Cold DoT. - Smoke Arrow: Uses Burning Arrow's projectile, creating an AoE field of low visibility with similar FX to Smoke Grenades. - Slime Arrow: Uses Acid Arrow's projectile, Creating a field similar to 'Corrosive Vial' that slows enemies and deals Toxic DoT. - ESD Arrow: Another power from Tactical Arrow, functioning as an AoE Disorient that deals extra Energy damage to robots. - Cluster Arrow: Uses Explosive Arrow's projectile, knocking foes down in an AoE chain and deals light Fire/Smashing damage. - Foam Arrow: Uses Glue Arrow's projectile, Holding foes in an AoE with thick webbing similar to the Web Cocoon power, though with added liquid FX - Homing Arrows: Fires three arrows to a location, which causes damage, becomming pets that continue to follow around teleport-attacking foes and dealing further damage. Arsenal Support - Web Grenade: Taken from Devices/Traps, though fired from your rifle. Works as a viable Immobilize power as first pick. - Water Cannon: New Knockback power that uses a larger 'Water Jet' FX, functioning similar to Gale. - Glue Grenade: Taken from PPD Swat. Functions similar to Glue Arrow, making a patch of sticky goo that slows down enemies. - Riot Foam: New single target Hold power that deals no damage. Similar FX to Web Cocoon with heavier liquid FX. - Coordinated Targeting: Taken from Mace Mastery, this Sentinel-unique power functions as as an AoE toggle that boosts Accuracy, Perception and ToHit. - N2 Spray: Taken from Crey Scientists. A cone debuff that reduces speed and recharge, with a minor Cold DoT effect. - Surveillance: Taken from Arsenal Mastery, works as a good single target debuff similar to Benumb or Heat Exhaustion. - Trip Mine: Taken from Devices/Traps, appears in Arsenal Assault so I figured it would work nice here too. - LRM Rocket: Taken from Arsenal Mastery, filling a similar role to Time Bomb/Detonator, providing a high damaging long-windup attack.
  14. Good call! I'm not sure what the official term is, I think 'attract' or something? I'll make a slight edit nonetheless
  15. Been a hot minute since I've posted any new powersets here myself, and that mostly comes down to having a surprisingly productive summer! Now we're in more of a lull this time of year before the steady flow of annual holidays, I've had a little more time set aside for CoH in general, along with projects like this. Looking back on the last bout of powersets, I was trying to create a little more disctinction between Energy and Kinetics themed powers, but I want to also look at giving Gravity similar treatment. Historically, Gravity has always been a bit synonymous with the two, with Kinetics and Energy Assault being viewed as the 'natural pairing' with Gravity Control. I already had a go at making Gravity Manipulation, Armor and Affinity, so we can maybe try and round things out with Blast, Melee and Assault powersets too. Gravity Melee - Compress: A new quick smashing melee power using the 'Mental Strike' animation from Psi Melee. Has a small gravity FX extending along the arm during the strike. - Slam: A new melee power that uses the same animation as Air Superiority, and also has a chance to knock foes down and disable flight.... like Air Superiority. Features typical gravity FX on the arms during the animation. - Gravity Wave: A cone melee power that uses the same animation as 'Jacob's Ladder' from Elec Melee, with similar FX as 'Warp' extending over both arms. - Build Up: Your average build up power. / - Taunt/Placate: Standard aggro management power. - Impact: A new PBAoE melee power that uses the same animation as Atom Smasher. Deals heavy damage and can cause several foes to be knocked down and lose flight. Similar FX to Slam, but with the Crush FX added in. Not available on Stalkers. - Assassin's Crush: A Stalker-unique power that uses the 'Fist of Annihilation' animation from Martial Arts. Similar FX to 'Compress', though more intense. - Liftoff: A new melee power using the 'Telekinetic Blow' animation from Psi Melee, with greater gravity FX extending along the arm. Inflicts an upwards 'repel' effect. - Propel: A power taken from Gravity Control, filling a similar role to Hurl/Hurl Boulder. - Collapse: A superior damage melee power that uses the same animation as Tremor or Total Focus, has a chance to immobilize the target and increase the endurance they must use for powers. Same FX as Slam, though more intense. Gravity Blast - Attract: Ranged power that attracts debris to the target. Uses 'Gravity Distortion' FX on the torso while drawing in rock/scrap props, dealing smashing/lethal damage. - Shunt: Ranged power that inflicts moderate smashing damage and knocks them back. uses the 'Lift' FX but motioned backwards. - Scatter: Ranged cone attack that flings several rock/scrap props ahead of the player, using the alternative 'Energy Torrent' animation with objects having similar projectile FX to 'Propel' - Propel: A power taken from Gravity Control, working much the same. - Aim: Standard Aim power. - FTL Lance: Snipe power that fires a small superfast projectile. Uses the same projectile FX as 'Propel', though much narrower and intensive. - Barycenter: DoT field that causes debris to circle around a fixed point, using a smaller 'Singularity' FX and several objects to encircle it. - Warp: High damage ranged attack that uses the same FX as 'Wormhole' on the target, and inflicts stun. - Event Horizon: Massive AoE attack that uses the rippling effects of 'Wormhole' and 'Dimension Shift'. Gives all targets weak flight with no control and pulls them toward the center point. Gravity Assault - Attract: Ranged power that attracts debris to the target. Uses 'Gravity Distortion' FX on the torso while drawing in rock/scrap props, dealing smashing/lethal damage. - Slam: A new melee power that uses the same animation as Air Superiority, and also has a chance to knock foes down and disable flight.... like Air Superiority. Features typical gravity FX on the arms during the animation. - Scatter: Ranged cone attack that flings several rock/scrap props ahead of the player, using the alternative 'Energy Torrent' animation with objects having similar projectile FX to 'Propel' - Shunt: Ranged power that inflicts moderate smashing damage and knocks them back. uses the 'Lift' FX but motioned backwards. - Build Up: Your average build up power. - Impact: A new PBAoE melee power that uses the same animation as Atom Smasher. Deals heavy damage and can cause several foes to be knocked down and lose flight. Similar FX to Slam, but with the Crush FX added in. - FTL Lance: Snipe power that fires a small superfast projectile. Uses the same projectile FX as 'Propel', though much narrower and intensive. - Collapse: A superior damage melee power that uses the same animation as Tremor or Total Focus, has a chance to immobilize the target and increase the endurance they must use for powers. Same FX as Slam, though more intense. - Warp: High damage ranged attack that uses the same FX as 'Wormhole' on the target, and inflicts stun.
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