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Alchemystic

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Everything posted by Alchemystic

  1. Going over a few potential melee sets to turn into Melee/Assault powersets after I did Weapon Combat, and I was thinking of a way to implement Psi Melee into without conflicting so much with Mental/Psionic sets already present. I went through some of the Awakened material to see if there was anything that could be used there and found an absolute goldmine of potential player powers! There's enough material to work with to also create a completely new blast set too, without any overlapping powers with existing psionic powersets. Most of the stuff can be found in this enemy group, which I think is also available in Architect Entertainment for those curious about the visuals and mechanics. I didn't want these powers to be too similar to psychic blast, so I instead named them 'Pain', to reflect both the tortured nature of the NPCs using them, and the high amount of psionic/lethal damage output. Pain Blast You have control over pain itself, projecting bolts of agonising psychic energy that can cause lasting physical wounds. Pain Blast powers have a variety of different debuff effects, allowing you to torment your foes with different debilitating effects. - Psionic Shock: A power from The Awakened, works as a simple moderate damage attack with -end effects similar to electric powers. - Psionic Lightning: A power from The Awakened, serves as a simple high damage attack with a chance to stun. - Psionic Pulse: A power from The Awakened, good PBAoE attack that has the potential to knock foes back. - Aim: Your standard aim power. - Psionic Wounds: A power from The Awakened, a high DoT effect that improves DPS output. - Psionic Torment: A power from The Awakened, this special debuff power that also deals a high amount of damage. - Mental Breakdown: A power from The Awakened, a solid damage power that also has the added bonus of healing the user. - Psionic Fury: A power from The Awakened, acts as a strong ranged AoE with some more debuff. - Psionic Flow: A power from The Awakened, a great candidate for a T9 blast power, dealing extreme damage and debuffing all foes in the area. Pain Manipulation You can manipulate the pain of yourself and others, creating psionic blades that can torture your enemies, while also twisting and attacking their minds. - Subdual: Same power that's in Mental Manipulation, but works nicely here too - Psi Blade: Taken from psionic melee, this melee power serves nicely as a higher damage ability. - Psionic Prison: A power from The Awakened, works as a good ranged hold power. - Psi Blade Sweep: Taken from psionic melee, this melee power serves nicely as a cone attack for the set. - Concentration: Taken from psionic melee, your standard damage boosting build up power. - Psionic Carapace: Another Awakened power, a power that grants +Absorb and +Regen, but we'll add +Recovery in there too for good measure. - Boggle: Taken from psionic melee, this works perfect for a light mez power similar to Dark and Mental manipulation. - Greater Psi Blade: Taken from psionic melee, this power fits well as a high damage final melee attack. - Anguishing Cry: Taken from pain domination, I decided to add a debuff power as the T9 similar to plant manipulation and trick arrow. Pain Assault You have control over pain itself, projecting bolts of agonising psychic energy that can cause lasting physical wounds. Pain Assault powers have a variety of different debuff effects, allowing you to torment your foes with different debilitating effects. - Psionic Shock: A power from The Awakened, works as a simple moderate damage attack with -end effects similar to electric powers. - Psi Blade: Taken from psionic melee, this melee power serves nicely as a higher damage ability. - Psi Blade Sweep: Taken from psionic melee, this melee cone fits into the assault powerset formula. - Psionic Lightning: A power from The Awakened, serves as a simple high damage attack with a chance to stun. - Concentration: Taken from psionic melee, your standard damage boosting build up power. - Psionic Pulse: A power from The Awakened, good PBAoE attack that has the potential to knock foes back. - Psionic Fury: A power from The Awakened, acts as a strong ranged AoE with some more debuff. - Greater Psi Blade: Taken from psionic melee, this power fits well as a high damage final melee attack. - Mental Breakdown: A power from The Awakened, a solid damage power that also has the added bonus of healing the user. A lot of the names of these powers are likely subject to change, since a lot of them have the word 'psionic' involved here and there. For now, I wanted to keep the names exactly the same so people can tell where the inspiration for these powersets come from. Many of these powers could use words such as 'pain', 'agony' and 'mental' instead of psionic, just so they read a lot better.
  2. They already raised tanker aggro cap, AoE range and max targets a few patches ago.
  3. Now that we're ending the week and the topic is due to be wrapped up soon, I want to say a big thank you to everyone who gave a shoutout or supported the Eco-Friendly Powerset Recycling thread here in the discussion! 🥰 A lot of new visitors have come by expressing their interest and even participating in the creation of more material for the project! So, I figured before things come to a close here, I would give in to public demand and try my hand at making Hellfire Melee and Hellfire Assault, something that has been requested many times both in my thread and others. So, as my final submission to this week's discussion, I'll share what could be done for the much-anticipated Hellfire Melee and Hellfire Assault here! Hellfire Melee - Flay: A simple low damage melee attack, using the same animation and FX as Corruption. - Scourge: A new whip attack dealing moderate damage and DoT. Uses the same animation as Hack/Chop, but the FX and whip prop from Lash. - Flagellate: A new close-ranged cone power, this uses the same animation as Crowd Control/Pendulum, with the FX/prop of Crack Whip. - Hellish Coil: This AoE power uses the same FX and whip prop of Crack Whip, with the animation of Katana's 'The Lotus Drops' - Assassin's Garrote: A stalker-only power that replaces Hellish Coil. This power is identical in appearance to 'Hell on Earth' though it coils around the neck instead of the torso and isn't as long. The wind up animation would be identical to Martial Art's 'Fist of Annihilation' animation for Assassin's Blow. - Build Up: Standard build up power, using Hellfire Gargoyle flame FX. - Taunt/Confront/Placate: Your standard archetype based aggro power - Lash: Taken directly from demon summoning, this works nice as a high damage attack with a little more range. - Crack Whip: Taken directly from demon summoning, this power works as a nice short ranged cone attack. - Infernal Grasp: Another new one, this is basically the same animations/FX of 'Hell on Earth', except now it targets a foe and deals superior DoT and holds them. Hellfire Assault - Corruption: Taken from Demon Summoning, this works as a good low damage ranged attack. - Scourge: (See above). A solid melee attack power traditional to Dominators. - Torment: A new power serving as a heavier damage ranged attack. This power is identical to Corruption, but uses a larger projectile (perhaps one from the demons themselves) - Flagellate: (See above). A good cone attack that provides a little more AoE damage. - Build Up: Standard build up power, using Hellfire Gargoyle flame FX. - Lash: Taken directly from demon summoning, this works nice as a high damage attack with a little more range. - Hellish Coil: (See above). This works as a nice late-stage AoE attack. - Crack Whip: Taken directly from demon summoning, this power works as a nice short ranged cone attack. - Infernal Grasp: (See above). A heavy hitting close range power, with a little extra mez thrown in.
  4. Since I already decided to do a Dominator version of Illusion Control here in this thread, I suppose I'll address the other elephant in the room which is Hellfire Assault and Hellfire Melee. Originally I was going to avoid these two since they seemed pretty hard to implement as purely whip-based sets, but with a few (hopeful) tweaks, I may have something that can be worked with. This also marks the first time I've made a melee powerset in this thread! So, apologies in advance to all the brute mains out there. Hellfire Melee - Flay: A simple low damage melee attack, using the same animation and FX as Corruption. - Scourge: A new whip attack dealing moderate damage and DoT. Uses the same animation as Hack/Chop, but the FX and whip prop from Lash. - Flagellate: A new close-ranged cone power, this uses the same animation as Crowd Control/Pendulum, with the FX/prop of Crack Whip. - Hellish Coil: This AoE power uses the same FX and whip prop of Crack Whip, with the animation of Katana's 'The Lotus Drops' - Assassin's Garrote: A stalker-only power that replaces Hellish Coil. This power is identical in appearance to 'Hell on Earth' though it coils around the neck instead of the torso and isn't as long. The wind up animation would be identical to Martial Art's 'Fist of Annihilation' animation for Assassin's Blow. - Build Up: Standard build up power, using Hellfire Gargoyle flame FX. - Taunt/Confront/Placate: Your standard archetype based aggro power - Lash: Taken directly from demon summoning, this works nice as a high damage attack with a little more range. - Crack Whip: Taken directly from demon summoning, this power works as a nice short ranged cone attack. - Infernal Grasp: Another new one, this is basically the same animations/FX of 'Hell on Earth', except now it targets a foe and deals superior DoT and holds them. Hellfire Assault - Corruption: Taken from Demon Summoning, this works as a good low damage ranged attack. - Scourge: (See above). A solid melee attack power traditional to Dominators. - Torment: A new power serving as a heavier damage ranged attack. This power is identical to Corruption, but uses a larger projectile (perhaps one from the demons themselves) - Flagellate: (See above). A good cone attack that provides a little more AoE damage. - Build Up: Standard build up power, using Hellfire Gargoyle flame FX. - Lash: Taken directly from demon summoning, this works nice as a high damage attack with a little more range. - Hellish Coil: (See above). This works as a nice late-stage AoE attack. - Crack Whip: Taken directly from demon summoning, this power works as a nice short ranged cone attack. - Infernal Grasp: (See above). A heavy hitting close range power, with a little extra mez thrown in. I wanted to avoid using any of the existing melee powers that the Hellfire Demonling and Hellfire Gargoyle possess, simply because I think this would mean less whip-like powers and would seem less appealing. The whip is definitely the heart of the concept, and I think creating new whip powers is the way to go.
  5. I got a few natural inspired powersets over in the other thread, feel free to check these ones out; Throwing Blades Urban Assault/Warfare Trickery Primal Aura Munitions/Tactical Rifle/Rifle Assault Utility Grenades Weapon Combat Fire Support Advanced Tactics
  6. Funnily enough I was basing the 'Deflect' power off the Dark Manipulation power 'Touch of the Beyond', which also has a ToHit check. The 'Stagger' power isn't actually a real melee power, and is based off 'Ki Push' and 'Power Thrust' where it's entirely meant to be a powerful mez effect instead of a straight up damage-dealer. But, I did notice I forgot to add in a heal power, so I'm going to fix that by adding absorb to the 'Deflect' power to address that! I'm also going to replace one of the melee powers with a unique power that offers more mez.
  7. This looks promising! I would perhaps rename a few of these powers so they aren't identical to the powers they are based from, and to remove any confusion with the 'Kinetics' support set. Kinetic Shield > Energy Barrier Power Shield > Power Barrier Energize > Energy Surge Energy Armor > Hypercharge
  8. I know my thread's been mentioned a few times in this thread already, but I figured I'd link back to it following the discussion on elemental masterminds 😋
  9. @Seancer I like the ideas! However, the spirit of this thread is to reuse in-game assets to create new powersets (either by directly copying existing powers into new sets, or by repurposing existing animations and FX). If you are able to find any materials that meet that criteria and could help create the powersets you suggested, then we would have something we could add to the list 🙂
  10. I wouldn't mind the same treatment for Dual Pistols and Staff Fighting too, but Bio is the worst offender by far 😬
  11. Okay, so, this one is a bit of a stretch, especially considering it can cause serious problems with weapon redraw/animations, but... here's a new blaster secondary. This powerset is a smashing/lethal set based around Broad Sword, Battle Axe and War Mace animations. All three powersets have been rolled into one (including weapon customization) since making 3 separate ones would be exhausting and impractical. It's designed to be somewhat alike to Martial Combat, with a few variations. Weapon Combat - Stagger: Single target knockback/repel, same animation as Pendulum/Slice/Crowd Control. Deal little damage but has high mez potential like Ki Push - Strike: Renamed version of Beheader/Slash/Bash, makes for a good opening melee power - Build Up: Standard build up power - Battle Charge: Identical power to Burst of Speed, though instead uses the 'Assassin's Slash' animation. - Deflect: Identical power to Parry, except this power also grants a substantial boost to recovery and a big chunk of absorb - Whirl: Renamed version of Whirling Axe/Sword/Mace, a traditional AoE seen in most manipulation sets. - Challenge: This power taunts a single target while inflicting fear on those around it, creating a sort of one-on-one challenge. - Punish: Renamed version of Swoop/Disembowel/Jawbreaker, a good final melee power with a bit of bonuz mez in the form of knockup - Athleticism: Autopower that increases movement speed and recharge. Not unlike Trick Archery/Time Manipulation As a note, I wouldn't be against the idea for a set for each weapon type, or perhaps one for smashing and one for lethal, but considering they would be quite similar I went for the Titan Weapons route of simply dividing between both damage types.
  12. I like it! The option of having a natural themed support set that doesn't rely on weapons or gadgets is an interesting idea! I'd perhaps take a few notes from VEAT's book and have superior versions of Tactics and Assualt too, but other than that, looking good!
  13. @oedipus_tex there is an earth affinity in the thread, but I guess this project got so big that it's getting hard to track! No problem though! Ideas are always welcome, even for powersets that have already been discussed 😄
  14. Looks like it could work with a few tweaks! I would recommend making this one pretty similar to Mind Control, with the exception it has access to a pet. 1 - Immobilization Field (Immobilize) 2 - Force Burst (Knockup) 3 - Stasis Sphere (Hold) 4 - Rebounding Force (Chain Knockdown) 5 - Restraining Field (AoE Immobilize) 6 - Rupture (AoE Stun) 7 - Force Repulsion (AoE Repel on Target) 8 - Stasis Dome (AoE Hold) 9 - Ward (Pet, has access to Rebounding Force. Force Bolt and Repulsion Bomb)
  15. @BurtHutt I actually had a few things similar to this over in the thread that was linked; Arsenal Blast and Artillery Blast, inspired by Iron Man and War machine respectively, and utilising powers from Clockwork, IDF, PPD Shells and all sorts of robots!
  16. I forgot I had this lying around too. Its highly experimental concept that uses pretty new new stuff (as far as player accessibility goes). Basically; a MM primary using the new Phantom Army clone FX, along with psuedocharacter effects from Dual Pistols and Vorpal Judgement for attacks.
  17. I was pondering Water Assault, but put it off because I couldn't find any good water themed melee powers, but I completely forgot about Knockout Blow in Leviathan Mastery! Then all you would need is a quick melee power to tie it together, which you could easily do with Kinetic Melee's fluid motions and the hand FX from Whirlpool. I'll add this to the list!
  18. I had a little something on Insect Control. It's a bit of a push trying to make it work just from what's already in game, but here it is.
  19. @AgentForest I like it! I'll add it to the list 😄
  20. If i had to choose, it would likely be; Earth Blast, Earth Manipulation and Primal Armor, mainly because I enjoy nature themes!
  21. Thanks for the link! I'd be so pleased if the Homecoming team had a look at some of the stuff that's been brain stormed in the thread! I think it would be perfect discussion material for this week 😃
  22. I believe it was stated that the major problems were both the aggro and the invincibility, so either one or both of those effects would need to be adjusted. Personally I think the aggro should be changed, since the idea of the phantoms being invincible is what separates them from a normal pet power. Otherwise, they may need to be changed to resemble something similar to Haunts from Dark Control.
  23. I think it's been discussed already that the PA aggro is one of he main problems preventing it from being ported to doms, as stated by CaptainPowerhouse. The group stealth and spectral wounds were swapped for more powers that benefit from domination. Also, stealth doesn't stack (and Superior Invisibility hits the stealth cap on it's own anyway). Flash can have its animation time reduced if needed, seems fair. Removing sleep from blind was the intention, as it makes way for the new ST and AoE sleep powers. (Making it more in line with Mind Control)
  24. This is as close as I could get to it being a CTRL+C, CTRL+V setup, without investing too much in a total redesign.
  25. Mostly because a Dominator's secondary is based around damage already, so doubling up may hurt on balancing. however, if it impacts on building domination, I would say a simple nerf to damage output would be fine too.
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