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Laenan

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Everything posted by Laenan

  1. (Typed up on mobile, forgive typos please! Numbers are rough estimates, may be over/under tuned) Density Alteration Armor Set You are able to alter your body's density, either increasing or decreasing it, and otherwise using your altered weight and mass to your advantage. Tier 1: Increased Volume: Your powers have increased your max HP and slightly increase your resistance to damage. (Max HP+ 10%, Resist All +5%) Tier 2: High Density: (Toggle, High End Cost, +Resist(All))Your greatly increase the density of your body, gaining resistance to all damage types, and becoming virtually immune to knockback. However you will be so dense you will be unable to fly. This power will suppress while intangible and cannot be active at the same time as Low Density. (End Cost: .52/sec, Resist 30% (all), 30 points of knockback protection, self -fly 1000%) Tier 3: Specific Gravity: (Toggle, AoE Slow, -Recharge OR AoE chance for stun) By greatly shifting your own mass, you create a small gravity well around you that will decrease the speed and recharge of nearby foes while in high density mode, or will have a chance to stun nearby foes in low density mode. (Mag 2 stun, 25% chance, Mag 3 vs mechanical enemies, 3 second duration, (End Cost: .33/sec) Tier 4: Low Density: (Toggle: High End Cost, +Defense (All)) You lower your density allowing you to move more quickly to avoid more attacks. While active you also gain access to Intangibilty. (Intangibility- click power clone of the power pool set power, including cooldown and duration) This power cannot be active at the same time as High Density. (End cost: .52/sec, +12.5% def (all)) Tier 5: Pressure Equalization: (Auto: Protection against hold, sleep, stun, confuse, and immobilize effects, self minor healing when density changes) Regardless of your Density, you have become resistant to hold, sleep, stun, confuse, and immobilize effects. Additionally, when you shift from high density to low density mode, you will heal a small amount of hit points if you hadn't shifted recently. (1% self heal on activating either high density or low density toggle, 10 second cooldown. Tier 6: High Buoyancy: (Self: Flight, increase max flight speed, +Defense(All), increased flight control, Low Density mode must be active) While in low density mode, your mass is low enough to fly with great control. (Defense(all) +1.88%, end cost .28/sec) Tier 7: Mass Conservation (self Heal) You take a moment to realign your body's mass and heal restore some of your own hit points. (Recharge: 120 seconds) Tier 8: Cannonball: (self teleport+ aoe damage + knockdown or stun (mag 3, mag 6 on machines only) You leap into the air, then into a group of enemies. While in high Density mode, this attack deals high damage and will knockdown foes that it strikes. While in low density mode, this attack deals moderate damage and has a chance to stun. The stun is more effective against robotic enemies as your low density form will disrupt their circuitry. (Animation could vary based on high vs low density mode if possible, high density would leave a brief impact crater like foot stomp, low density would be great if you briefly disappeared under the ground before popping back up) Tier 9: Combat Phasing: (Click: self: chance for intangible when attacked) While this power is active you will automatically phase through some of your opponents' attacks, quickly altering your density back and forth. (Self: All attacks that would have hit you have a 25% chance to instead miss you. [When the effect triggers, Phased! will appear above your head] Duration: 30 seconds. Recharge: 180 seconds)
  2. Power pool limits being removed (picking 5 or more on characters) New pools out of existing assets (Fire blast pool, dual pistols pool, or katana melee pool- things that are worse than primary and secondary, but allow additional flavor to characters) New epic pools (Cold or Ice pool for defenders and corruptors) Mastermind non-pet primary powers. (The upgrades, the attacks, and the "other" power) Scorpion Shield vs every other pool
  3. The snipe changes helped this set quite a bit, but it still feels light on damage compared to other sets. Additionally, I think the secondary effect just isn't that viable in game, outside of pairing it with a set like kinetics or electrical affinity. Voltaic Sentinel is also incredibly underwhelming. The damage feels hardly worth the end cost to summon it. I think the new end mod sets with damage enhancements in them were also a help to the set (though the end mod aspects still aren't amazing) Changes I would make: Small increase in damage to all damaging powers. The amount would vary power to power but electric blast still doesn't have a third tier single target blast like many other sets. Allow multiple voltaic sentinels to be summoned by a user. This combined with a small damage increase would help. Maybe slightly increase the recharge and duration to make it difficult to get a third out, though not impossible. (The current recharge/duration may already allow this, I'm not sure)
  4. It would be nice to have the ability to project blasts from different points. Eye beams, hand beams, chest beams, etc.
  5. Is the "overperfomance" of the set based on SOs or IOs? I'm sure at 50, built with incarnate powers and IO sets titan weapons is amazing, but what about before all that and with just SOs?
  6. May I file a petition to change the set name to Antimatter's Blast?
  7. I don't love the nerf of tar patch here. I'd rather see a buff to defenders' version rather than bringing the other versions down. Dark miasma and dark affinity are both fine- they do what they do and are good sets. I'd rather not give people fewer reasons to play support sets. People will avoid them if they are weaker. There's also time invested in existing characters. I have three storm summoners at 50, fully IO'd (soon to be four). I love the set- it does a couple things well and while freezing rain is a great power, it's never felt like I am breaking the game. It's gonna feel bad to have these powers be less effective, even if the performance change is relatively minor. Again, a buff to defender numbers, or just maybe having a sliding AT scale where certain powers go to the full scale, while others don't always have to. I think looking at sets holistically rather than forcing the imposition of the single modifier in all situations is the better move.
  8. This is a nerf that isn't too painful which is the best kind. 8% regen is much less common and therefore less likely to conflict, so it seems pretty much perfect now.
  9. I wonder if removing the recharge bonus would be a better option than swapping the range defense to AoE defense. We still have the Posi Blast set that has the recharge bonus, so maybe having the option for ranged defense without the recharge would be a nice addition.
  10. Defrib would be nice if it did a small radius AoE stun or hold to enemies at max stacks- gives it more utility and give the set more options. As it stands I think the set's Rez feels like a power to skip every time.
  11. I agree with this- the comparison to obliteration is apt.
  12. Bombardment looks great! I think with the lower recharge bonus Posi will still be better for many builds. I also agree on the damaging end mod sets. Having a small damage amount in the Synapse set in particular will sting. Getting to 80-90% would be nice since the goal here is to boost the end mod properties of a damaging attack. Changing recharge/end mod to damage/ end mod might be the best option.
  13. Bombardment seems amazing. I like the suggestion of Dam -> Acc/Dam and Acc/Rech-> Dam/End/Rech to help with the high end cost AoEs that will love this. It could even drop the 6.25% recharge down to 5% and still get slotted over Posi.
  14. My Spines/Fire farmer is named A Means to an End. Because, well, she is.
  15. Hi. On an archery/ninjutsu sentinel on Everlasting, no weapon appears when the animation for sting of the wasp plays. No option exists for weapon customization for the ninja tool weapon either (though maybe that's intended?) Thanks!
  16. Hi everyone, I'm playing as a water/cold and I was wondering if any of the water powers are easily skippable? I was thinking that the tier 1 blast might be one such power that could be skipped, but I wanted to see what he experts here think. Thanks in advance!
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