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Alchemystic

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Everything posted by Alchemystic

  1. What you said didn't seem much like an opinion, seemed more like you were insisting something is a fact when it really aught not to be. anyway... To paraphrase Tony Stark; If you're nothing without Phantom Army then you shouldn't have it. 😉 If you have to rely on a single power from a powerset in order for it to be effective then what's the point? Just look at most of the new powersets with combo mechanics that reward you for picking different powers that compliment one another... Illusion is dated and needs to change, and one of these changes in my opinion needs to be Phantom Army. At present it just about works for Controllers, it maintains a decent amount of crowd control, even if it has much higher damage than other control sets. But on a Dominator? It just isn't as viable in its current form, it trades reliable mez for higher damage, which doesn't translate so well for Dominators who already have damage based secondary powersets and require sustainable mez to build Domination.
  2. Well to be fair Phantom Army is one of the main points its not been ported to Dominator at all.
  3. If the game code would allow for it, then it might work, but again Dom's need mez to get as much Domination charge as they can, and Illusion really needs more mez to make that work.
  4. If speeding/slowing animations is an issue, there are few animations already present in Psychic Blast's 'Psi Assault' customisation that could potentially be used for this concept too. Though, I don't think its much of an issue anymore, with how Snipe got reworked. With that said, I think it's entirely possible to separate the animations from the FX, as we have already seen with different powersets, but I think there are some certain powers that would look strange like this (Mind Probe and Telekinetic Thrust most of all). so it could be possible to use the older animations with new FX, and vice versa.
  5. That could work! I was looking around a little and noticed that 'Upheaval' is also the name of an unused Primalist attack power, so I wonder if there are any assets for it.
  6. I did a little looking into what FX could make a kinetic blast set work, and I kept going back to Force of Will and Psionic Melee for that 'Telekinetic' feel, but there just wasn't many options for blast powers. (I repurposed the idea into another thread for Psi Assault/Manipulation FX). That being said, the idea of a Gravity Blast set might be a bit out there, since we only have two single target powers that fit (Propel and Lift), the powerset has very few projectile FX, unless you were to take FX from Kinetics and Kinetic Melee instead, which could possibly work. It may be possible to build from what Propel offers, and have the character project all kinds of props, but that can be achieved with my Earth Blast suggestion.
  7. I suppose that would mean potential for an official W.IS.D.O.M headquarters? It would be nice to see some sort of conflict between them and the Tsoo played out, even if it's just a story told by scenery and environment. Though I think there is certainly more potential for story arcs if at all possible that pit the two against each other, but I suspect that may be quite an undertaking too.
  8. So! With the success of 'Soul Noir' FX being spread from Darkness Control to each and every other Dark powerset we have, perhaps we could take the more 'modern' FX and animations from Psionic Melee and Force of Will and apply it to some of the Psionic Powersets? Naturally this would be quite difficult to achieve for a blast set with what we have, so it will most likely work best for Mental Manipulation and Psionic Assault. So! By looking at animations and range, I was pondering what stuff we can swap around in order to create a new 'Telekinetic' FX for these two powersets; Shared Powers: Subdue/Subdual - For this we can use a sped up version of Force of Will's 'Weaken Resolve' power. Mind Probe - For this we can use Psionic Melee's 'Mental Strike' power. Telekinetic Thrust - For this we can use Psionic Melee's 'Telekinetic Blow' power. Psychic Scream - For this we should use Force of Will's 'Wall of Force' Power. Drain Psyche - For this I propose we use Psionic Melee's 'Mass Levitate' Power. Psychic Shockwave - For this I propose we use Force of Will's 'Takeoff' Power. Mental Manipulation Powers: Concentration - For this I propose we use Psionic Melee's version of 'Concentration'. World of Confusion - For this I propose we use Force of Will's 'Unleash Potential' power, with the same bubble. Scare - For this we can re-use Force of Will's 'Weaken Resolve' Power. Psionic Assault Powers: Psionic Dart - For this we can use a sped up version of Force of Will's 'Weaken Resolve' Power. Mental Blast - For this we can use a sped up version of Force of Will's 'Project Will' Power. Psionic Lance - For this I propose we can again use Force of Will's 'Project Will' Power, though perhaps with the alt FX animation that projects it from your hand
  9. I know it isn't exactly what the subject is about, but I wouldn't mind more rustic or historical areas in Paragon City. There are plenty in the Rogue Isles, like Mercy Island's belltower, or Port Oakes' fort, and a few things dotted around elsewhere too. (I know plenty of Paragon was destroyed by Rikti, but I would think some survived at least)
  10. Phantom army *needs* to be removed on Dominators. Its unfortunate but that's how it is. The fact is that with Phantom Army combined with Dominator assault powersets just results in an absurd amount of damage output, especially combined with Phantasm too, there is simply too much attack power. Removing PA reduces that damage output and provides room for more mez, which is what this powerset needs in order to fuel Domination, which should be the Dominators means of being powerful. Spectral Wounds I will admit isn't necessary, as that too means you're stacking damage ontop of Assault powersets. It could be exchanged for a AoE debuff, perhaps something similar to 'Smoke' that reduces sight... I think that fits well for an Illusion theme.
  11. I figured Kinetic Melee had more uses left in it to support an Assault set too, with only 2 new powers brought into the fold to support it. (I'm probably gonna turn most melee sets into Assault/Manipulation sets I'm sure 😋) Kinetic Assault - Kinetic Dart: A new power that uses the animation for Quick Strike to project a small kinetic projectile - Smashing Blow: Taken from Kinetic Melee, makes for the first melee attack. - Repulsing Torrent: Taken from Kinetic Melee, works as a nice cone attack that doesn't need to change. - Kinetic Blast: Another new power, using the animation of 'Hydro Blast' and FX of Focused Burst - Power Boost: Token Power Boost power. - Burst: Taken from Kinetic Melee, this serves as the iconic AoE attack. - Concentrated Strike: Taken from Kinetic Melee, this serves as the high power melee attack. - Power Siphon: Taken from Kinetic Melee, fits in nicely as a second boost power like Consume or Life Drain. - Focused Burst: Taken from Kinetic Melee, this works as the capstone short range high damage ranged attack. This is another highly experimental concept that reuses assets from Demon Summoning and Sorcery to improvise a sort of blast set. I avoid using the word 'Magic' so it wasn't too skewed in favor of one origin, even if powersets like Traps lean towards Tech and Science more. Arcane Blast - Mystic Missile: A light damage/quick recharge blast power that deals energy damage. Uses the 'Translocation' animation with the 'Corruption' projectile FX. - Empowered Blast: A moderate damage blast power that deals energy damage. Uses the 'Arcane Bolt' animation and FX. - Rune of Destruction: A simple Targeted AoE Energy Damage blast. Uses the 'Spirit Shield' animation, with an additional explosive FX. - Enchant: A power much like 'Ammo Swap', giving the 'Spirit Enchantment' (Dark), 'Demonic Enchantment' (Fire) and 'Eldritch Enchantment' (Psionic) powers. Like ammo swap, these powers add a secondary damage effect. Uses the 'Translocation' animation again with a hand rune FX like the costume aura. - Arcane Font: A Target AoE power that deals energy DoT. Uses a sped up version of the 'Summon Demon' animation and FX (without the lava/stone). - Mystic Seal: A ranged hold power with moderate energy damage. Uses the 'Enflame' animation, but traps them with the 'Translocate' FX. - Arcane Sigil: A trip mine like power that explodes, dealing superior AoE energy damage. Uses the 'Summon Demon' animation, but leaves the sigil on the floor, exploding into similar FX as 'Explosive Shuriken' after a while. - Hex Bolt: A short range blast that does superior damage. Uses the 'Enchant Demon' animation and FX. - Thaumaturgy: A ranged target AoE power with deals extreme energy DoT. Uses the 'Abyssal Empowerment' animation and FX, but with a much larger version of the 'Rune of Protection' FX as the AoE.
  12. If you move Spectral Wounds to be a T4 like Propel, and Flash to T8 like many AoE holds, things start to look a little more structured. Then we remove an Invisibility power and Phantom Army to make room for some control that Dominator can benefit from (we can even make the player choose what Invisibility power they want, just like SR Sentinels). Removing the sleep effect from Blind and instead creating a single target and AoE target sleep power to fill in the gaps means we dont change too much as far as building for the set goes, and we effectively remove the issue that prevents it from being dominator friendly. As for naming the new powers? Perhaps 'Dream' for the single target and 'Trance' for the AoE. So to summarise; Out: Phantom Army, One Invisibility Power (or choice). In: Dream, Trance Changed: Blind loses Sleep secondary effect. The power set should look like this on Doms; 1 - Dream 2 - Blind 3 - Deceive 4 - Spectral Wounds 5 - Superior Invisibility OR Group Invisibility 6 - Trance 7 - Spectral Terror 8 - Flash 9 - Phantasm
  13. a Kinetic/Gravity Blast set would be pretty cool! Some stuff from Gravity Control could totally be used, but I think Force of Will/Psionic Melee might have stuff more befit a blast set.
  14. While it may not be 'Psi Armor', I did ponder if reusing some of Sonic Resonance's FX and themes could possibly make for a good defense set that gives a little resistance too, with an emphasis on energy and psionics. Sonic Aura You are capable of protecting yourself with shifting sonic fields, allowing you a great deal of defense, especially against the distruptive nature of energy and psionic damage. - Sound Barrier: Same FX as Sonic Barrier, this ability grants Resistance to Smashing, Lethal and Energy. - Harmony: A simple auto power that grants resistance to Smashing, Lethal and Psionic damage, and defense against -Res and resistance to -Perception effects - Sonic Shield: Same FX as Sonic Haven, this ability grants Resistance to Energy, Negative, Cold and Fire. - Clear Airwaves: Same FX as Clarity, this power grants resistance to mez effects and psionics. - Echolocation: Same FX as Sonic Disruption, this power reduces enemy accuracy and ToHit, while boosting your own. it also gives a boost to Perception - Static Shroud: An auto power that grants resistance to Energy and Psionics, and gives resistance to end-drain. - Shift Wavelength: Same FX as the residual effect Sonic Blast powers have, this power grants stealth, Defense and a boost to movement speed. - Signal Jammer: Same FX as Sonic Repulsion, this power Disorients nearby foes and deals special DoT to Robots and Machines. - Boost Frequency: Same FX as Sonic Dispersion's single target aura, this single-click power grants a huge boost to damage, ToHit and resistance.
  15. Technically Willpower is Psi Armor, unless you were looking for a Defense Set instead of Resistance. As for epic pools? I have a lot of ideas, Rad being one of them 😃
  16. believe me, I know all too well 😋 The reason I pitched this thread is cos of the restrictions the code presents, so it's much easier to recycle old powers/assets for reuse that create entirely new ones, but even then there are limitations.
  17. The issue is it might cause the arm (or arms) supposed to be holding the weapon to act strangely, looking like its frozen or snapping into place rapidly. What's worse is each weapon has a different animation rig (with a few exceptions like Staff/Titan or Sword/Axe/Mace), which also limits what animations they can undertake. I believe that this same issue is why we dont have Shield Defense on Sentinels yet, since it causes a lot of similar animation bugs (some of which you can see using Psi Melee with Shield too). So just to be clear, the animation issues affect the whole body, not just the weapon 😋
  18. it really wouldn't. As I said above, having a weapon, even an invisible one, presents animation problems with animations not designed for weapons. the easiest way to put it is weapon sets act as though you have an extra limb, if an animation does not take that limb into consideration, it causes major problems... However, it does work the other way around, you can apply weapon animations to a non-weapon power. 😋
  19. even if the weapon was invisible, it would still have the same issues with animations.
  20. Yeah, weapons are a very difficult thing to work with, which is why the new weapon using Blaster secondaries were riddled with animation bugs.
  21. I think it's been discussed before that animation work on weapon sets is nigh impossible, which is why we still dont have any FX customisation at all for them.
  22. if my hunch is right, Savage Melee was potentially salvaged from the scrapped Primalist Archetype, so I'm hoping that there are indeed FX that can be used to build a defense powerset from. if there isn't any FX for it, then I suspect that some of the FX from either Nature Affinity or Beast Mastery may be a good fit. To set this apart numerically, i think there should be more emphasis on Cold and Toxic resistance, as I feel these are the sort of hazards a hardened survivalist would be able to endure.
  23. Since I've made a few blast, manipulation, assault and control sets, I'm gonna try and suggest some more stuff in favor of melee characters too, so I dug around a little and found that the scrapped Primalist actually has a lot of usable material for a defense powerset by using powers from 'Primal Gifts' (there is data and icons for the powers, but I'm unsure if there is any FX with it). See here. Primal Armor - Thick Hide: unchanged form its Primal Gifts counterpart, providing resistance to smashing, lethal, cold and slow - Constitution: an auto-power that grants additional max health, and minor resistance to all damage - Primal Ward: unchanged form its Primal Gifts counterpart, granting resistance to fire, cold, energy and negative, as well as endurance drain - Nature's Embrace: unchanged form its Primal Gifts counterpart, giving good mez resistance, as well as small resistance to cold, psionic and toxic - Survival of the Fittest: a new power that grants you Absorption for each foe nearby while lowering their damage resistance. - Rejuvenate: unlike the Primal Gifts version, this power only heals yourself, and gives slight resistance to toxic damage. - Primal Senses: A new power that is functionally identical to Heightened Senses from Willpower. Gives a boost to defence, perception and resistance to defense debuffs. - Camouflage (or Hide on Stalkers): identical to 'Primalist's Cloak', except it lacks the changing forms element. Works as a stealth power with a slight defense boost - Will of the Wild: Mostly unchanged form its Primal Gifts counterpart, providing a huge boost to resistance and regeneration, and also a boost to damage and healing received.
  24. it may not be a 'grenade blast' set in its entirety, but I think if we re-use some of the stuff I suggested for Urban Assault, we could potentially make it into a blast set with a few more powers. it would mean a powerset made completely out of NPC powers though. Street Warfare You are adept at using your street smarts to improvise all means of weaponry, from the environment around you or through makeshift explosives. - Throw Rock: A power many NPCs have, throwing a rock to deal light smashing damage - Throw Scrap: A power unique to Dockworkers/Scrapyarders, throws scrap to deal smashing/lethal damage - Spit Fire: An Arsonist henchmen power, dealing good fire DoT in a cone - Dynamite: Another Destroyers/Scrapyarders power, dealing smashing damage in an AoE - Aim - Molotov Cocktail: Another NPC power, dealing fire DoT in an AoE much like Rain of Fire - Hurl: A Super Strength power I figured would work here as a good low range power that deals good smashing damage - Firebomb: A power belonging to Arsonist/Scrapyarders, deals high smashing/fire damage in an AoE with heavy fire DoT - IED: A new power that functions like trip mine or time bomb, uses the bomb 'glowie' prop to deal extreme smashing/fire damage.
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