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dragonhawk777

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Everything posted by dragonhawk777

  1. I was thinking it was a bit too much defense oriented myself I am thinking of changing some of the powers so its more support oriented so maybe keep the resistance abilities and lose the defense ones. Maybe replace them with some support abilities like an AoE heal, or a pbaoe ability like clear mind. i wanted the secondary powers to be a mixture of defense and support, but was thinking leaned too much on personal defense and not much for team support.
  2. The AT idea I had was for an armored type AT that is a mixture of offense and team utility. Basically a mixture between a Defender/Corruptor and Blaster/Sentinel, sort of War Machine from the comics, but with more utility. Now this AT would take a bunch of work from the devs for its look as the centerpiece would revolve around (ability and animation wise) its shoulder launchers. So the devs would need to take the Pretorian rocket launchers packs and put them in the costume creator Then develop some gloves that would have arm cannons attached. The arm cannons are a bit more flexable appearance wise because you could have the attacks animate from gloves like current blaster attacks do, but arm cannons would both look cooler and fit the ATs theme a bit better. So the primary would be ranged attacks, with the secondary being personal defenses and team utility. The inherent (for lack of a better term) would be a bit different as it would be an active ability vs a passive one. It would be Mode, and you would swap between defensive mode and offensive mode. The way modes would work from a numbers standpoint is this. So with 0 modifiers you are able to achieve the following with IO sets 1000 dps, 30% resistance, and 40% defense. If you are in offensive mode you gain nothing for your defenses but you gain a modifier for your dps, but a lower modifier for your defenses. So your dps modifier could be 1.125 but then your defense modifier is 0,75, thus your dps goes up but your defenses are reduced. In defensive mode its reverse so then you could have a modifier of 1.25 and a damage modifier of 0.8, so your resistance and defenses go up but dps is lowered. Keep in mind these numbers are for illustration purposes and I am not saying they need or should be the exact numbers the devs should use. This would also apply to the debuffs on dps attacks so in offense mode the debuffs might only be 10%, but in defensive mode they would go up to 30%. To prevent quick swapping between modes that would be a shared cooldown and an endurance penalty with a recovery crash preventing you from jumping back and forth between modes. So if the group needs a tank you would go into defensive mode or stay in offensive mode if they want more dps. Somewhat like Peacebringers and Warshades swapping forms. Defensive Mode: Defenses up and debuffs increase, DPS down. Offensive mode: Dps up, defenses and debuffs decrease. Primary abilities: Arm Laser: Fire a laser from your arm cannon (single target). Dual Lasers: Fires a laser from both arm cannons (single target). Grenade launcher: Fires two grenades from each shoulder launcher (targeted aoe). Flame Thrower: Arm cannon fires a flame attack (cone). Missile Barrage: Shoulder launcher fires a salvo of rockets at target (aoe). Plasma Cannon: Arm cannon fires a plasma beam at target (single target). Penetrator Missile: Fires a missile at a target and will damage any other enemies in your path. Heavy Barrage: Shoulder launchers fire a full salvo at target (targeted aoe) Full Assault: You fire all your weapons at the target (targeted aoe). NOTE: Arm cannon attacks debuff the targets resistance and shoulder launcher attacks debuff defenses. Full Assault debuffs both. The debuff is nonstacking but can be kept up on the target with enough recharge reduction. You can stack the debuffs with another player, just not yourself. So if a Rad Defender had a target debuffed your attacks would still add to the debuff. Secondary Abilities: Armor: Resist smashing/lethal damage. Heat Shielding: Resist fire/cold damage Healing Drone: Releases aargeting Drone: Boosts hit chance and recharge. drone that will fly out and heal teammates. Reflective Armor: Resist dark/energy attacks. Scramble Drone: Releases a drone that removes status attacks on teammates and protests them from more for a time. Force Field Drone: Releases a drone that places a force field around a teammate. Targeting Drone: Provides a To Hit and recharge buff to the entire team. Shock Net: Armor fires an electrified net that traps enemies (aoe stun). Barrier: Provides a barrier that protects you and your teammates. Raises defenses and resistances, bypasses soft caps. EDIT 1: Got rid of some of the personal defense abilities and added more team utility powers. EDIT 2: Changed the initial paragraph to reflect the more team utility direction I want the secondary power set to be, and to rearrange some of the secondary powers. I also changed Long Range missile to Penetrator Missile, so it is no longer a snipe but will damage any enemy between you and the target.
  3. Even with all of them ranged nukes you still could. There is no minimum range so there is nothing to stop you from doing what you said.
  4. Dont lie because you are purposely being insulting. Please list any quote where I advocated for the change because I couldnt play as a blaster or use a melee based nuke. Or list any quote where those who said they could get behind making all the nukes ranged was because they couldnt play with a melee nuke. In fact the second part of my idea existed just so people who like to play as a blapper could do so. Thank you for that pointless history lesson. I think its safe to say most if not all the people on these forums know the history of blaster nukes. Maybe learn to actually observe another player in action before you tell him to learn to play better. The game is already dumbed down and normal content is a breeze with just IOs and not even including Incarnate powers. Unless you are playing as a blapper running in after your teammates have engaged is pretty pointless as the groups AoEs have the pack dead or nearly dead by the time you run into melee. Ranged nukes already exist so apparently in your mind if you play a certain power set you can have "riskless" gameplay but others are denied that. Again you assume nobody who agrees with me knows how to play. Of course you are wrong and your statements just show your own ignorance. Making all the nukes ranged mearly evens out dps for those who want to play a ranged blaster and doesnt force you to take certain power sets just to have a ranged nuke. You actually lose dps if you play as a ranged blaster and try to use a pbaoe nuke in your aoe rotation. Between running, detonating the nuke, and then backing out you loose dps than if you just stayed at range and fired off your aoe and cone abilities. Plus as Ive already said in a group situation most mobs are dead in the first wave of aoes after the tank gathers them up. The only thing left standing is the boss or AV, which are then dealt with with your single target attacks. Also Devices has long been the solo players power set as most of its abilities are designed more around a lone players dealing with an instance. You get a bunch of buffs and cc with your chief damaging abilities suited towards taking your time. I could easily one shot every instance boss and most EBs with a stack of Trip Mines and a pull around a corner but most groups wont wait for you to drop a bunch of Trip Mines when they can just charge in and aoe the pack down. I would love for the current team to change Time Bomb and Gun Drone into something more useful and group friendly. Ideally I would make Trip Mines the tier 9, and add in something like Sticky Grenade and maybe something like a more powerful Seeker Drone that did more damage but less of a debuff.
  5. So then apparently the idea isnt as awful as you say it is. Or is it you just like posting meaningless troll replies, so in the future I know to ignore any replies by you. good to know this info at least.
  6. That is certainly a consideration, but as I said the main point was to make all the nukes ranged and none of them pbaoe by default. I think the cries of the idea being op are overblown as we already have two nukes now with Incarnate powers. Plus most contnet is nothing but a steamroll once you are IOed with a good build. Being op in this game for 99% of the content is fairly easy, with only some of the incarnate trials being any sort of a challenge. I suppose even if you dont change secondaries and move melee nukes there those that like to play as blappers can just fire off a ranged nuke in melee range. As I said the main reason for proposing a second nuke was so that those who liked a certain playstyle were not denied that playstyle. All ranged nukes though are what I would really like to see.
  7. boggo2300, so I dont expect I will ever see you play an Ice, Electric, AR, Beam or Archery blaster, corruptor or defender, since they all have ranged nukes. Lost Ninja and Helencarnate, I included the changes to secondaries to accommodate those who like to play as a blapper, as they would be the likely ones to make the most use of the current nuke mechanics. As to why I proposed the change Lost Ninja you said it, as it is annoying to play a ranged character only to have to run into melee for just one attack. With the Incarnate nukes I have just skipped some of the pbaoe nukes and just make the incarnate ones as part of my aoe rotation. So my part 1 is where I would love to see happen, and I put part 2 and 3 in to accommodate others who want a more melee centered combat on their blaster. I wouldnt mind a general overhaul of blaster secondaries to even them out, and while a melee nuke may not work well with all secondaries I think stuff could be done to make all secondaries equally viable. For example if you took Devices and dumped both Time Bomb and Gun Drone, and then replaced it with Sticky grenade and Fusion Grenade it would even out Devices so it had some closer range abilities (make both 20-30 yd vs the 80 yd of blaster primaries). The last thing I would want to do is make a op build that everyone felt forced to tak like the old Ice/Energy was in pvp way back when. Helencarnate, as I said what powers are eliminated would be something the devs would best be able to determine, since they have access to all the current character data. The powers I listed were just there as a guide post, since they seem to be the ones most skipped in any of the builds posted. If they are used more then by all means keep them and eliminate something else. unknown, the Torch has done that but can also use other melee based fire attacks, so if you were to make a Human Torch character it would be a fire/fire blaster. To accommodate that I said put melee based nukes in secondaries along with all the other melee based abilities. Also comic book writers can write whatever power they want into a comic, but the game has set mechanics that devs are forced to work within, so within the existing blaster mechanics and how the primary skills are setup it makes more sense to place a pbaoe in the set that utilizes melee based attacks, namely the blaster secondaries.
  8. I am not talking about changing any secondary effects and the only damage changes would be balance related so you may not need to change the damage at all. You also dont even lose the pbaoe as it would be moved to the blaster secondaries, so you lose nothing. The PBAoE just gets moved to blaster secodaries where all the other melee abilities are.
  9. This is a multipart suggestion, but it does center on blasters, hence the title of the thread. Part one is make all the Tier 9 nukes ranged attacks the way they are in sets like Ice and Electric. The tier 9 powers have always been in a weird spot for blasters, some like AR and Archery have fit perfect with the theme of their power sets and others like Ice and Electric have made sense in that they are powerful aoe ranged attack. Others though have made little sense, such as fire or dark, where in a power set entirely dedicated to ranged attacks you have to get up into melee range for your top tier ability. So make all the tier 9 primary attacks ranged ones. You can use the animations that sets like Ice and Electric use for their activation and use the numbers from those sets as the base of where to set the damage numbers, adjusting where needed. Defenders, Corruptors and Sentinels would also have this change apply to them. Parts two and three should be looked at as possible options but part one is the main point of the idea and can be accomplished without the other two parts. The main reason for moving the PBAoE I was to accommodate blappers, but since there is no minimum range on our ranged attacks you can use even a ranged nuke in melee range, thus those who like to detonate their nukes while standing in the middle of the crowd can still do so. Part two is to take the melee based tier 9 abilities and move it to some of the more blappery secondaries, such as fire, energy and radiation. Checking character data could show what powers are more routinely skipped and just eliminate those powers from the pool. In place abilities like Total Focus would move down to tier 8 and the PBAOE would be the new tier 9 ability. So for example fire could lose Hot Feet and in its place it would get Inferno. Now whether the melee pbaoe or the new ranged version keeps the original name is a minor thing, but obviously you would need a new name for one of them. So if Inferno was teh secondary tier 9 then the new fire primary could be called Plasma Ball, as it would be an upgrade over Fire Ball. Part three is scrapper, tanker, and Brute melee abilities also get the pbaoe on their power sets. A low taken power would be eliminated to make room for the new ability. Numbers would be adjusted based on the AT and the mechanics for each AT. The list of blaster primaries that would get changed to a cone attack: Pistols, Sonic, & Psychic. The list of primaries that would be a targeted AoE: Fire, Dark, Energy, & Radiation.
  10. My steps for making a survivable blaster are: 1) Go into the medicine line and get Aid Self. Having a personal heal is invaluable imo. 2) Take Fly and slot your IOs with ranged defense in mind. 3) With the epic pool certain power sets offer some nice survivability buffs. Energy and Ice are two of the better ones. Personal Force Field works great with your personal heal as it makes you nearly untouchable and Hibernate is a self heal and invulnerable button, just be ready to be attacked as soon as you end it. 4) Incarnate powers I took Barrier as it greatly boosts your defenses and makes you much harder to hit for about 1-2 min. Clarion is a good backup as it makes great mez protection. When fighting stay airborne as much as possible, so the 5th Column caves will be your worst map, though generally I consider any cave or the CoT city to be evil. Using the above steps on my fire/atomic blaster allowed me to run virtually all my missions solo including the arc in PI where you fight all the AVs, though they are EBs if you go in solo. It has also kept me alive in a number of tfs and incarnate trials when a healer is not close by or is preoccupied as the ability to heal myself and get out of the action has saved my butt a number of times.
  11. I ran a Fire/Energy build before the shutdown and I loved it. I was softcapped on range def so I could tank most things short of an archvillian and the raid mobs. Flying I think is a must as it pretty much guarantees you will stay at range of most mobs. The build had fantastic recharge and really good damage buffs. Barring group boss fights I found i rarely needed Aim or Build up, as i would pretty much tear through most other content and was even able to solo a few archvillians on solo mode with it. i think the build was a duplicate or near duplicate of the ones posted here. Currently though I am switching things up a bit and using Atomic Manipulation as my secondary. I is alot like Energy but with some more useful perks, such as a hold and AM. My main is currently 20 and so far I am enjoying the new set and if you loved the fire/energy mix but want to change things a bit it is a good option to try.
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