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Alchemystic

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Everything posted by Alchemystic

  1. Called it Shame this wasn't resolved sooner.
  2. Thanks! Hopefully the sheer amount alone is a good indicator for what is possible with just what we already got.
  3. How would we change Smoke Flash on Ninjitsu to accommodate this?
  4. Got one more for Manipulation powersets and then I think that's all I can do for Blaster. Savage Combat - Savage Heave: New power, delivers a heavy knockback, and uses the 'Assassin's Frenzy' animation. - Maiming Slash: Taken from Savage Melee, a good starter melee power as seen in most Manipulation sets. - Spot Prey: Taken from Savage Assault, a nice variation of your standard build up power. - Feral Charge: Taken from Savage Assault, works somewhat like Burst of Speed to positoon yourself with an AoE attack. - Bloodlust: Works like Blood Thirst, but with +Recovery thrown in. - Rending Flurry: Taken from Savage Melee, ideal as a PBAoE melee power. - Haemorrhage: Taken from Savage Melee, a special melee attack that I think works rather well here. - Feral Presence: New power, cone fear effect, and uses the unique 'taunt' animation from Savage Melee - Vicious Slash: Taken from Savage Melee, ideal as a T9 melee power with high damage.
  5. Pretty similar to what I was thinking! Would mean we get some of the cool raid stuff again too.
  6. 🚩 The original post has been updated with the new powerset layouts, including revised versions of individual powersets. 🚩 I decided to drop a few powers from Trickery and substitute existing ones. Self buffs now also offer (low) defensive abilities too, inspired a little by the fact Manipulation sets have some means of personal protection. Ancillary Power Pools now have the ranged AoE powers removed so they do not present issues with stealth crits, replacing them with pets instead to a) draw aggro and b) deal damage outside of the Deadeye's influence, and c) I forgot to give Patron Pools pets like a dummy Some debuff powers were also removed so they might fit into Trickery sets instead, and replaced with a build up/power boost style power.
  7. perhaps it would work like a weapon of sorts, and just add props to your character when 'drawn'
  8. I think a 'Power Armor' thing could be worked with, there's plenty of Robotic/Exo-Rig style attacks in game.
  9. I think Guardian was originally in development over on Resurgence. Rebirth may have picked it up and started using it, but sadly it wasn't officially finished... I guess time will tell if such an Archetype makes its way here, and in what state. As for Striker, I'm surprised it isn't just Assault/Armor, with a few tiny tweaks.
  10. I forgot a pretty simple one. Electric Shackles effect for all versions of Tesla Cage, and maybe Paralyzing Blast?
  11. Oh, totally! The reason why I went for a Blast/Stealth style Archetype is because we already have different Archetypes being conceptualised and worked on already, so there is certainly room for more. There's Striker and Guardian I know for sure are in some stage of development, which are both Assault-Primary Archetypes if I recall correctly. other than that I'm not sure what else is on the table, there's been plenty outcry for a Melee/Support set but it usually gets squashed for a number of reasons. Only other thing I can think of is a new Control archetype, or perhaps Manipulation/Support? We also have Sentinel already, which leaves very few options left for expressing another Blast archetype, which is where Deadeye comes in.
  12. I'm unsure how people would respond to a new HEAT/VEAT, especially one that isn't representing Praetoria (PEATS?). I'd say that more options = more approval, which is pretty evident judging by some of the threads going around in the suggestion box. Thankfully most of the Blast sets in this suggestion don't have many changes required to make them work. For the most part, they just need their T9 swapped, some need a sniper attack added in (ice, water, sonic, so on), others need some more tweaks so their AoE potential is limited. I think perhaps only including Blast sets that have a sniper power ready to go should be included, at least initially, and if there is demand for equal representation of Blast sets then the others could be implemented later on too.
  13. Looking at what @Bentley Berkeley and @Replacement mentioned, I had a quick look at Ancillary powersets and noticed I made a fatal flaw.. I forgot to give Patron Pools their pets! But, I actually figured, what's stopping Ancillary powersets from having pets? For this AT in particular, it could potentially work rather well! A pet would draw aggro for you, and it would not benefit from your damage/crits. So with that in mind, the Ancillary powersets could look like this; Debuff or AoE Immobilize/Sleep AoE melee power Personal Buff Personal Buff/Heal Pet Following the notes people had about the secondary powerset (Trickery), I think something more loose that allows for different possibilities, but keeping some semblance of structure; Hide Either Immobilize or Sleep Debuff of some kind Personal Buff Either a debuff or a PBAoE placate Hold power Debuff or Personal Buff Debuff or AoE Hold AoE Hold, PBAoE/Trap Damage, or an autopower of some kind. I'll make an edit of the current Trickery and Ancillary sets at a later point to bring them more in line with recent feedback!
  14. I like them! I made a few suggestions similar to these over in my other thread, check out Throwing Blades, and the assorted gun-themed powersets I posted recently!
  15. Give Medic AoE too, oh, and all mercs should have Body Armor.
  16. I think I did a few posts ago, there should be enough to work with if you pair Psi Melee and Force of Will together, as well as some of the unique psionic stuff seen on Penny Yin and the Burnouts NPC faction.
  17. Would you say it perhaps mingles too many features in order to stay unique? It was a bit of a concern when making the Archetype. The Primary powersets do look rather samey, but that's because if you strip the AoE elements away, they all tend to look rather similar, just how Stalker sets seem to be far more linear than those of its Melee focused cousins. The Secondary is indeed a bit samey, I'll admit. But I was basically looking at popular sniper builds and many of them are Blasters that use Trick Archery, Devices, Energy Manipulation or Ninja Training. So, I wanted to make something close to a Manipulation set but with no melee abilities, instead substituting in debuffs and mez protection. The mobility and perception elements are more of a 'nice bonus', a justification for splitting mez protection into two different powers, a few manipulation and Armor sets seem to do this too. As for making the sets less samey in general, I may consider dropping the 'blind' power on many of the powersets and replacing it with another debuff instead, give them more variety. Would it also be more fitting to have a single conventional mez protection power, and instead have the other as a power boost/build up power? Hopefully my suggestion for a 'PvP fix' above should hold up, making it no more dangerous than pairing a snipe power with 'shinobi'. Side note: I did play GW2! Deadeye is something of an inspiration for this archetype; taking the idea of melee stealth and turning it ranged. I used to play it with Traps/Tricks instead of the conventional shadow stuff, which I found to be a big help, hence why I figured it would work here too!
  18. Thanks for bringing this to my attention! I would perhaps impose a decrease to both range and stealth radius while in PvP zones, and disable the 'chance to re-hide' proc in the inherent ability so they can't keep getting lucky crits.
  19. Probably the last lot I can think of that involves using (mostly) existing powers! Enjoy Blaster / Mastermind Atom Mastery - Lingering Radiation - Electron Bonds (AoE Version of Electron Shackles) - Alpha Barrier - Meltdown - EM Pulse Controller / Dominator Martial Mastery / - Shuriken Throw/Throw Sand - Reaction Time / - Trick Shot/Burst of Speed - Inner Will - Elude Defender / Corruptor Health Mastery - Reconstruction - Quick Recovery - Dull Pain - Revive - Moment of Glory Scrapper / Stalker SCAR Mastery - SCAR Burst - SCAR Snipe - Targeting Drone - SCAR Heavy Burst - Surveillance Tanker / Brute Weaponry Mastery - Throwing Dagger - Paralyzing Dart - Caltrops - Exploding Shuriken - Poison Trap Sentinel Rifle Mastery - Sleep Grenade - Pummel - Cryo Freeze Ray - Ignite - Surveillance
  20. Just thought of one... How about Force Field FX being used for Energy Armor?
  21. Sorry, I meant using wand animations (Blackwand, Nemesis Staff) and staff animations (Light staff, Soul Staff) My bad!
  22. Inspired by a post in another thread, I decided to take a stab at (yet another) set of Control, Manipulation and Assault sets. Munitions You possess a highly tactical rifle designed for riot suppression and crowd control, possessing a variety of functions and special payloads. - Electrified Net Launcher: Reworked version of 'Electrified Net Arrow' from Trick Archery, works a good immobilizing power. - Cryo Freeze Ray: Taken from Munitions Mastery. Ideal for a single target hold. - Wide Area Web Grenade: Taken from Arachnos Solider. Works well as an AoE Immobilize. - Flashbang Grenade: Taken from PPD SWAT. Lowers accuracy and perception much like Smoke. - Sleep Grenade: Taken from Munitions Mastery. Works well as an AoE sleep. - Rubber Bullets: Reworked version of 'Heavy Burst' from Arachnos Soldier. This power is a low smashing DoT cone with a disorient effect. - N2 Cannon: Taken from Crey Scientists, functions as a strong slow/recharge debuff in a cone. - Tear Gas: Taken from PPD SWAT. Functions as an AoE hold power. - Gun Drones: Taken from Devices. Instead summons 2 drones as a stronger pet power. Tactical Rifle The Tactical Rifle is a handy piece of hardware designed for riot suppression and crowd control, possessing a variety of functions and special payloads. - Electrified Net Launcher: Reworked version of 'Electrified Net Arrow' from Trick Archery - Pummel: Taken from Arachnos Soldier. Ideal for a melee damage power - N2 Cannon: Taken from Crey Scientists, functions as a strong slow/recharge debuff in a cone - Targeting Drone: Taken from Devices, I think that it would also work well here - Flashbang Grenade: Taken from PPD SWAT. Lowers accuracy and perception much like Smoke - Combat Training: A toggle power that gives you Regeneration, Recovery and a slight Defense bonus - Bayonet: Taken from Arachnos Soldier. Works as a higher damage melee power - Rubber Bullets: Reworked version of 'Heavy Burst' from Arachnos Soldier. This power is a low smashing DoT cone with a disorient effect - Incinerator: Taken from the Sentinel version of Assault Rifle, I figured this power would fit well as a unique T9 attack power Rifle Assault The Assault Rifle is a state-of-the-art piece of hardware. It is equipped to handle an impressive arsenal of munitions and firing modes. - Burst: Taken from Assault Rifle. A good T1 power that deals minor DoT - Pummel: Taken from Arachnos Soldier. Ideal for a melee damage power. - Slug: Taken from Assault Rifle. Works nicely as the next ranged power in the set. - Build Up: Standard Build Up power - Buckshot: Taken from Assault Rifle. A good cone power with short range. - Ignite: Taken from Assault Rifle. Fills a similar niche to Thorntrops and Caltrops. - Sniper Rifle: Taken from Assault Rifle. A snipe power is perfect for an assault set like this. - Bayonet: Taken from Arachnos Soldier. Works as a higher damage melee power. - Incinerator: Taken from Sentinel's Assault Rifle, fits that high damage low range power role.
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