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Arachnos Morahtix

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  1. Hello, As a secondary's T9, it does the following: In a set that has the T6 [Ice Patch], the latter of which is competing almost directly with [Frozen Aura]. [Ice Patch] is utterly insane in its practical use. That 8% chance for knockdown is deceptive; the ability's tick rate is so fast that anything that doesn't have high slow resistance (i.e, War Wolves) just gets *stuck* on the [Ice Patch] for the duration. No accuracy checks of any kind, if it touches the patch it gets the knock down check. No target maximum limit. Now throw in some recharge/global recharge and you have an effective on-demand 23%~ damage buff (a free Enrage) as well. So in its *own set* [Frozen Aura] is already shown up, out classed, and regulated to set mule territory in an instant by its T6 power. Even that is kind of sketchy due to the set bonuses of sleep-based sets. Its only theoretical saving grace is its faster activation time ... on a mag 2 sleep, that needs accuracy checks and can be resisted by dangerous enemies like lieutenants and bosses with some regularity. In utter honesty, I cannot imagine any reason for it to exist except as a set mule, not even blappers will want this compared to just using [Ice Patch]. I'd put a vote forward on redesigning the ability or basically buffing its gimmick into a usable state. A "Sleep inducing Foot Stomp" is pretty weird to me, but if it had a much larger radius and a higher magnitude on the sleep, you could start making an argument for it. It would essentially turn into a blaster option to protect themselves from more enemies better at greater dispersion--which would differ it from [Ice Patch] fairly meaningfully at that point. Beyond that, as far as making the ability do something else, I have no idea. Turning it into an aura makes it rather weird and start stepping on [Frigid Protection]'s territory. [Build Up], [Frigid Protection], [Ice Patch], along with [Shiver] are already doing so much for your every day blaster. The blapper options are what they are and so exist in a pretty alright state. As a whole, Ice Manipulation is doing great outside of its T9 being a hilarious trainwreck of a power. I guess that was the sacrifice made to justify the rest of Ice Manipulation's strong showing? I could understand it not getting any help in that light, but still, when one looks across the isle to other T9s and their strong (if niche) usefulness, it's definitely a sore outlier. Anyway, that's how it reads out to me. Thank you for reading.
  2. Hello, If it all possible, it would be welcome if a slight addition to the Crab Spider VEAT kit could be made. Currently, it has access to the Wide-Area Web Grenade via the Arachnos Soldier, which pulls out a Soldier Gun and fires the grenade. There is no power to use the same ability from the Crab Backpack (as is the case of Venom and Frag grenade: Soldier and Crab share both, but only 1 can be used [Gun/Backpack, respectively]). Thanks to Venom/Frag grenade, the Crab Spider already has the animations and projectiles to utilize Wide-Area Web Grenade. The base Crabspider Webmaster also has this ability, but for some reason was not translated to the actual player class. Ultimately, the Crab Spider can use Wide-Area Web Grenade as it stands. This addition just makes its a power for Crab Backpack, and eliminates the need to draw the Soldier Gun (or, the Arachnos Mace from Black Scorpion's patron pool). Thank you for reading.
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