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Everything posted by Vanden
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By golly there's not enough Stone-themed APPs in the game! Click this link to see my chart of APPs, which includes all the existing pools, the pools proposed in this thread and all my other APP threads, along with links to every thread, proposed pool names, and power icons. Blaster Quicksand Fossilize Rock Armor Embrace of the Earth Geode Corruptor/Defender Stone Prison Fossilize Rock Armor Embrace of the Earth Seismic Smash Dominator Beryl Crystals Solid Ground Rock Armor Upthrust Embrace of the Earth Mastermind Rock Armor Tombstone Fracture Earthquake Embrace of the Earth Scrapper/Stalker Stone Prison Salt Crystals Stone Spears Fracture Fissure Sentinel Stone Cages Stone Mallet Fault Mud Pots Seismic Smash The powers: Beryl Crystals: From Earth Manipulation. A toggle power which increases Accuracy and Perception and gives resistance to Perception and ToHit debuffs. Earthquake: From Earth Control. A ranged, location AoE power which creates an area wherein enemies will be continuously knocked down while they have their defense reduced. Embrace of the Earth: From Stone Armor... kinda. A click which heals the user for a large amount and also increases their maximum HP. The original flavor of the power, from before the Stone Armor revamp, and with a subtly different name to help differentiate it. Fault: From Stone Melee. A two-fer melee attack that knocks down and stuns targets in a targeted AoE, and deals moderate Smashing damage in a cone area. Fossilize: From Earth Control. A ranged, single-target hold which also Debuffs defense and deals minor Smashing damage. Fissure: From Earth Assault. A ranged, targeted AoE attack which deals moderate Smashing damage and has a small chance to knock them down and disorient them. Fracture: From Earth Manipulation. A ranged, targeted-AoE which stuns targets. Geode: From Stone Armor, Scrapper/Stalker flavor. A toggle which renders the user untouchable while they heal and recover endurance at an incredible rate. While toggled on, the user is encased in a tough earthen shell, but enemies can break the shell to deactivate the toggle early with enough damage. Can't be active longer than 30 seconds. Mud Pots: From Stone Armor. A toggle damage aura which deals minor Fire damage over time to all nearby enemies, slows their movement speed, and has a chance to immobilize them. Quicksand: From Earth Control. A location click AoE which slows the movement of all enemies within the area, prevents them from flying, and debuffs defense. Rock Armor: From Stone Armor. A toggle which gives Defense against Smashing and Lethal damage. Salt Crystals: From Earth Control. A PBAoE sleep which also debuffs the Defense of affected targets. Seismic Smash: From Stone Melee. A single-target melee attack which deals extreme Smashing damage and Holds the target. Solid Ground: A new power. An auto power which gives 1 point of Knockback protection, a small amount of Regeneration and Recovery, and some resistance to Knockback and mez effects, as long as the user is standing on the ground. Stone Cages: From Earth Control. A ranged, targeted AoE immobilize which also deals minor Smashing damage over time, debuffs Defense, and prevents the target from flying. Stone Mallet: From Stone Melee. A single-target melee attack which deals moderate Smashing damage and has a chance to knock the target down. Stone Prison: From Earth Control. A ranged, single-target immobilize which also deals minor Smashing damage over time, debuffs Defense, and prevents the target from flying. Stone Spears: From Earth Assault. A ranged, single-target attack which deals moderate Lethal damage and has a high chance to knock the target down. Tombstone: From Seismic Blast. A sniper attack that can be used in combat for high Smashing damage, with a boost to damage that scales with ToHit buffs, or out of combat for a slower, interruptible attack that deals even higher Smashing damage. Upthrust: From Seismic Blast. A ranged, targeted AoE attack which deals Smashing Damage, knocks down enemies, debuffs their defense, and prevents them from jumping or flying for a short time.
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APP proliferation day 1: Radiation for everyone! ☢️
Vanden replied to Vanden's topic in Suggestions & Feedback
Double post. Straight-up forgot to respond to half this post. Devastating Blow for Defenders/Corruptors: yeah, you could totally do that. I just felt like putting something unique in that spot, that's all. Devastating Blow for Controllers: I don't know about that. They only get one heavy-duty melee attack like that across all their existing sets, and it's behind a prerequisite. Personally, I feel like Controllers mostly have single-target handled, once they get a good lockdown on a hard target and they can focus on it alone along with their pet(s), and the extra AoE would be more appreciated. -
I know there's a lot of people playing those ATs that wish they had some melee attacks, so I put a heavy melee focus into that APP.
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APP proliferation day 1: Radiation for everyone! ☢️
Vanden replied to Vanden's topic in Suggestions & Feedback
All versions would be the Blaster versions. I could see swapping Neutron Bomb for Proton Volley, but not Choking Cloud. That's what I did for their Ice pool in the other thread; I put Bitter Freeze Ray in the top spot instead of an AoE attack, since BFR is basically Ice Blast's "snipe." Replacing Choking Cloud, though, would give the pool too many ranged attacks, IMO. -
I say, if an AT can pick an Ice set for their primary or secondary, they should be able to pick one for their APP, too. Click this link to see my chart of APPs, which includes all the existing pools, the pools proposed in this thread and all my other APP threads, along with links to every thread, proposed pool names, and power icons. Corruptor/Defender Chilblain Ice Patch Frozen Armor Ice Sword Freezing Touch Scrapper/Stalker Chilblain Flash Freeze Ice Bolt Shiver Bitter Freeze Ray The powers: Bitter Freeze Ray: From Ice Blast. A slow, single-target, ranged Hold that also does high Cold damage. Chilblain: From Ice Control. A ranged, single-target immobilize that slows and does minor Cold damage over time. Freezing Touch: From Ice Melee. A melee-ranged, single-target hold that also slows and does high Cold damage over time. Frozen Armor: From Ice Armor. Your standard Smashing/Lethal defense armor, with some minor resistance to Fire damage and high resistance to Cold damage. Ice Bolt: From Ice Blast. A single-target ranged attack that does moderate Smashing and Cold damage. Ice Patch: From Ice Melee. A patch dropped directly at the character's feet that slows the movement speed and has a high chance to knock down any enemy that walks over it. Ice Sword: From Ice Melee. A single-target melee attack that slows enemies and does moderate Lethal and Cold Damage. Flash Freeze: From Ice Control. A ranged, AoE Sleep that also does minor Cold damage. Shiver: From Ice Control. A wide, long-range cone that slows enemies.
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APP proliferation day 1: Radiation for everyone! ☢️
Vanden replied to Vanden's topic in Suggestions & Feedback
By all means, quibble. The point is to have a discussion! -
Every non-epic AT has at least one Radiation-themed primary or secondary, yet not one of them has a Radiation-themed APP to go with it! Time to fix that. Click this link to see my chart of APPs, which includes all the existing pools, the pools proposed in this thread and all my other APP threads, along with links to every thread, proposed pool names, and power icons. Blaster Contaminated Ground Valence Bonds Alpha Barrier Enervate Mutate Brute/Tanker Boost Metabolism Electron Shackles Neutrino Bolt Radiation Infection Neutron Bomb Controller X-Ray Beam Irradiate Alpha Barrier Neutron Bomb Mutate Corruptor/Defender Positron Cell Gamma Infusion Alpha Barrier Mutate Atom Smasher Dominator Contaminated Ground Boost Metabolism Alpha Barrier Neutron Bomb Enervate Mastermind Gamma Infusion Proton Volley Alpha Barrier Devastating Blow Ground Zero Scrapper/Stalker Boost Metabolism Electron Shackles Neutrino Bolt Choking Cloud Neutron Bomb Sentinel Contaminated Ground Radioactive Smash Positron Cell Atom Smasher Radiant Aura The powers: Alpha Barrier: The basic S/L armor power from Radiation Armor. Gives resistance to Smashing, Lethal, and Toxic damage. Atom Smasher: The t9 attack from Radiation Melee. A slow, powerful PBAoE Energy/Toxic attack with -Defense and a chance to stun. Boost Metabolism: A self-only version of Accelerate Metabolism from Radiation Emission. A click power that slightly increases movement speed, damage, and recharge. Choking Cloud: Same power from Radiation Emission. A PBAoE toggle aura that has a chance to apply a mag 2 hold to nearby enemies. Contaminated Ground: A fusion of Lingering Radiation from Radiation Emission and Caltrops; a ranged location patch power that slows the movement and recharge of enemies that stand within the area, and debuffs their regeneration. Devastating Blow: The t8 power from Radiation Melee. A single-target, high damage melee attack that deals Energy and Smashing damage, a -defense debuff, and has a chance to stun the target. Electron Haze: The same power from Radiation Blast. A ranged cone attack that does Energy damage, -Defense, and has a chance to cause knockback. Electron Shackles: From Atomic Manipulation. A ranged, single-target immobilize that does moderate Energy damage over time and debuffs the target's Defense. Enervate: Like if Enervating Field and Melt Armor had a baby; a targeted AoE click debuff that reduces the damage resistance and damage of the target and all enemies near it. Gamma Infusion: Like the power Gamma Boost in Radiation Armor, but as a click instead of a passive. Gives +Regeneration and +Recovery that scales based on your current HP at activation; the more HP you're missing, the higher the Regeneration buff, but the lower the +Recovery buff. Ground Zero: The same power from Radiation Armor. A PBAoE attack that deals high Energy damage and minor Toxic damage to enemies while debuffing their defense, while allies in the area are healed. Does nothing at all for the caster. Irradiate: The same power from Radiation Blast. A PBAoE with a hefty radius and heftier defense debuff that does long-lasting Energy damage over time. Mutate: A self-affecting version of Mutation from Radiation Emission. When defeated, you can use it to rez with full health and endurance, and gain a damage, tohit, and recovery boost for a short time. However, after those buffs expire, you will have a damage and tohit debuff for a short while. Neutrino Bolt: The same power from Radiation Blast. A ranged, moderate-damage attack that deals energy damage and applies a -Defense debuff. This version would have scaled-up damage and recharge from the original to make it more fitting for an APP. Neutron Bomb: The same power from Radiation Blast. A ranged, targeted AoE attack that does Energy damage and applies a -Defense debuff. Positron Cell: From Atomic Manipulation. A ranged, single-target hold that deals minor energy damage and reduces the target's defense. Proton Volley: The same power from Radiation Blast. A snipe attack; can be used in combat for a high damage attack that gets a damage boost with ToHit buffs, or used out of a combat for a slow, interruptible attack that deals very high damage. Also debuffs defense. Radiant Aura: The same power from Radiation Emission. A PBAoE click heal on a short recharge. Radiation Infection: The same power from Radiation Emission. A toggled, ranged AoE debuff that reduces the defense and tohit of the target and every enemy near it. Radioactive Smash: The same power from Radiation Melee. A moderate-damage melee attack that does Smashing/Energy damage, with -Defense and a chance to knockdown. Valence Bonds: A ranged, targeted AoE immobilize power that does minor damage and applies a -Defense debuff. X-Ray Beam: The same power from Radiation Blast. A moderate-damage ranged attack that does Energy damage and applies a -Defense debuff.
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There's been a lot of times where I've wished I could just see every ancillary power pool and the powers they contain, for every archetype, all in one place. Well, as far as I know, no such place existed, so I went and made it myself. If you ever find yourself in a similar situation, maybe this will help you, too. Spreadsheet of all available Ancillary Power Pools To see the same chart with the pools I proposed over in the Suggestions forum included, click this link instead. Spreadsheet of proposed Ancillary Power Pools alongside all existing APPs
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War Mace?
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IMO the Unrelenting Fury proc already gives Brutes a niche; the endurance reduction makes Brutes the melee AT that can keep fighting after other melee ATs are gasping for air. I remember leveling up my Fire Brute on the live servers; the endurance costs were painful, I felt like I couldn't go anywhere without a tray full of blues. I dreaded going through that again after I recreated him for Homecoming, but I gave him a set of ATOs including the Unrelenting Fury proc, and it was fine! He felt like he had regular endurance costs. It's seriously game-changing, and very underrated.
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I really like the endurance discount in the Unrelenting Fury proc. It's a big help.
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I feel like Task Force Commander is already plenty of incentive.
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ITF difficulty Challenge abilities that may need tweeking
Vanden replied to MsSmart's topic in Suggestions & Feedback
The PvP teleportation protection IOs are actually only 20% chance procs, which means you're not actually protected from enemy teleports most of the time. -
This information is present in the info for attuned IOs: I'm not really sure how useful it would be to have that info in recipes and non-attuned IOs, since they're always going to be the level that they are, and getting your hands on them at other levels requires you to go to place where that info is present (i.e. the auction house).
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The Brute's Fury proc might be garbo now, but the Unrelenting Fury proc is absolutely amazing. That end discount, with such a high proc rate, is absolutely game-changing. I'd honestly consider it as AT-defining as the Scrapper procs. Slot UF's proc and Brutes basically don't run out of endurance any more. And you know what else that means? More room for Power Transfer procs.
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Suggestion: Prisms added to the Super and Winter packs
Vanden replied to Voltor's topic in Suggestions & Feedback
Well, here's the thing there: Super Packs are meant to have, on average, around 100 reward merits worth of items in them. Right now, the price of PAPs is hovering around 20 million inf. 20 million inf is also the rough equivalent value of 100 reward merits. So even if they were in the super packs, they'd probably still be very rare. -
These are two pattern options I've wanted for a long time: 1. I'd love a pattern for the Terra robe where it has trim like the Terra Fire option, but no details. Like in this mockup: 2. Currently, the boots and legs for the Bane/Crab VEAT costumes look like this if you choose different colors for each piece: Notice the way the fabric underneath the armor always takes the secondary color of the piece? I'd really like to see options where the fabric takes the primary color instead, so if you want to make the armor for the boots and legs different colors, you can still match the fabric across both pieces.
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I've created a collection of all the currently-existing IO sets in the game, entered into the IO Set Designer Tool. This is handy for comparing the balance of any potential new sets designed with the tool to sets that already exist in the game. Here's the folder where they can all be viewed. The OP has also been edited to add a link to the folder. You might notice some of the sets seem to be formatted a bit differently than others. I did a fairly significant aesthetic overhaul to the tool partway through creating the folders, so a lot of them are based on an older version of the tool. I'll update them to use the current version at some point. Probably.
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Update: The cells that change color to indicate ED caps now also repeat the name of the aspect in each column. This is to enable the sheet to become more compact; once all the set bonuses and enhancement aspects have been set, the rows where that's done can be hidden so the sheet only shows the final design of the set without all the now-extraneous fields where that information was input.
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It's been grandfathered. The AoE sets used to be called PBAoE and Targeted AoE before being renamed Melee AoE and Ranged AoE, respectively. The old names were ambiguous, and frequently caused confusion about which kind of power they were meant for, even among the dev staff. Spinning Strike was one such example.
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The whole point of adding new currencies is so that players sitting on dragons' hoards of existing currencies don't instantly buy everything the moment it launches.
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Number Six just explained that you already have them
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The damage and notify has to stay, so the damage procs in Confuse IO sets have a purpose. One of them even has a picture of musical notes on it, for crying out loud!