Jump to content

That Ninja

Members
  • Posts

    62
  • Joined

  • Last visited

Posts posted by That Ninja

  1. 1 hour ago, biostem said:

    What makes "speedsters" different, storywise, than any other existing AT that could potentially utilize extreme speed to their advantage?  Kheldians and SoAs have specific story-based reasons for their existence, and in the case of Kheldians, very different powers.  I suppose this could work if they created a series of storylines to explain how such speedsters differ from any other characters, but we don't have ATs that focus so much on 1 particular aspect of their physicality.  As a primary set, to go along with SR, sure, but a whole new AT isn't needed...

    Well I guess they could mirror how speedsters in DC are basically an extended family due to their connection to the Speed Force. Like all the Flashes, Impulses, Zooms, Johnny Quick, Jesse Quick, Max Mercury, and numerous others all share this link and powers. During some points in comic history Superman could keep up with the Flash, but theres a difference between Superman being a hero with super speed and the Flash who is a "speedster". They could use the story to take a look at speedsters in current Paragon City and past, with having story arcs featuring Synapse or look back at (or if they want to get bold, time travel featuring) Breakneck from the comics and statue in King's Row.

     

    As for powers, they could keep it simple by reusing ideas from other powersets, like buff allies with speed, debuffing enemies with speed reduction, defense based on speed, playing with recharge rates, quick attacks, etc. and if they want to be brave they could try adding a movement buff where your abilities' potency increase by how much you move around (capped of course) and perhaps even have an ability that works as a break free to reduce immobilizes during fights.

  2. This was an idea I thought of while looking over Sentinel powers during creation. How about an assault powerset that goes for the "two-fisted tales" feeling by mixing either martial arts or street justice with dual pistols or perhaps use the old "single handgun firing" animation for the pistol attacks if it lines up better with the melee animations?

    • Like 3
  3. This was an idea I had back when I played live. I always thought it would expand the concept of "gun user" if the devs added an alternate set of animations reusing the Energy Blast animations with a wrist-mounted gun model appearing in tandem. Although making a new model for wrist-guns will probably be some sort of task, there's a plethora of "point out arms" animations that could be employed that would expand the Assault Rifle concept into slightly more broad use for people who want to make a character like Deadshot, Black Widow, or just a robot/character with internal weapons.

     

    EDIT: Just realized that employing this to the Beam Rifle powerset would also add more to it for making power armor/robot/future people characters who don't want to just hold a gun.

    • Like 5
  4. 15 hours ago, molten_dragon said:

    Epic archetypes tend to have unique powers and mechanics.  That means developing completely new powers, potentially with new art assets and animations.  That's a lot more work than just making a new archetype out of already existing assets the way the Sentinel was created.

    Sentinels have completely new mechanics compared to old ATs (and is going through more revisions) and all the existing Epic Archetypes reuse animations from other powersets in the game. Sentinels have a long way to being finely tuned like other ATs because of the new mechanics interacting with varying powersets and combinations, I just think that working off of an epic archetype that only has to consider a primary and secondary powerset and how they interact with each other would be a good test bed towards fulfilling a niche concept that an entire AT with new mechanics and numerous powerset interactions would.

  5. Hey all, I've been seeing a lot of discussion about new archetypes with possible power set combinations in a lot of threads. There's a good deal of debate about how sets like buffing, assault, and manipulation will jell with one another in trying to make new iterations feasible. One thing I thought of is what if they tried testing this out with a new epic archetype? Epic archetypes are much more boilerplate with their power set choices, but they are the only archetypes that can really pick and choose differing ability types to fill out those power sets.

     

    For example, I've seen some examples of a possible "zoomer" or "speedster" archetype and whether they would use assault and manipulation or some other set. What if instead they made a "speedster" epic archetype with the same mentality of a kheldian or soldier of arachnos, picking and choosing which powers would encompass the more limited power sets, like filling it out with melee or ranged and giving some defense abilities or debuffs. Like how kehlds have inherent fly or teleport, they could have inherent super speed and perhaps reuse the flurry and other attack animations sped up and perhaps and comparable control abilities to show buffing friendly speed or slowing enemy movement.

     

    I know during live epic archetypes were meant to be more lore heavy, but I never felt like they really met that expectation, instead filling a specific niche that was hard to replicate with any of the other general archetypes (for instance I play a peacebringer to play up the "cosmic hero" concept). A speedster is a pretty specific concept in comics and media, while some characters can move at super speed in addition to their other powers, I believe almost every has a platonic idea when they think of a "super speed hero" (The Flashes and family, Quicksilver, Cyborg 009). I think possible new epic archetypes could be a nice test bed in balancing new concepts and powerset interactions in a more controlled manner.

  6. I'd go a step further and say they should also have greater weapon proliferation with regards to models. Why not add all the sword, axe, and mace models to dual blades, so players can make costume options wielding axes and maces in tandem, or even allowing broadsword, axe, and war mace powersets share all models because at this point we know that some powersets are better than others and it would give greater creative freedom if a player wanted one costume to use a sword while another had a mace, especially since those three sets use the same animations anyways.

  7. A weird thing I just happened upon is that it's impossible to pair the Tanker option under Chest with a Sleeveless Jacket, despite being able to do so with a Jacket with sleeves. I was wondering if it would be possible to fix this and other costume options that don't clash as much as the devs believed back when the game was live, like the ability to wear the dual pouch sling option over the armored chest option instead of just the one, despite the fact that both bandolier chest pieces are allowed for armored despite the bandoliers and pouches being the same texture size.

  8. Hey, this is a great looking build and something I've been needing help with. I was wondering if you would have suggestions for a build like this without a travel power? I mostly use ninja run with the jump pack to get around, so I would most likely pick up combat jumping to add some more defense during combat, but that would free up another power slot.

  9. This is the Kin/Nin build I tried making a bit ago and it's kind of a mess. I really don't know what powers to take in Kin and I think I just want to drop Nin for SR

     

    Villain Plan by Mids' Villain Designer 1.962

    http://www.cohplanner.com/

     

    Click this DataLink to open the build!

     

    Autumn Ghost: Level 50 Natural Stalker

    Primary Power Set: Kinetic Melee

    Secondary Power Set: Ninjitsu

    Power Pool: Speed

    Power Pool: Fighting

    Ancillary Pool: Body Mastery

     

    Villain Profile:

    Level 1: Body Blow

    • (A) Crushing Impact - Accuracy/Damage
    • (3) Crushing Impact - Damage/Endurance
    • (3) Crushing Impact - Damage/Endurance/Recharge
    • (5) Crushing Impact - Accuracy/Damage/Recharge
    • (5) Crushing Impact - Accuracy/Damage/Endurance
    • (50) Touch of Death - Chance of Damage(Negative)

    Level 1: Hide

    • (A) Luck of the Gambler - Recharge Speed

    Level 2: Smashing Blow

    • (A) Superior Assassin's Mark - Accuracy/Damage
    • (7) Superior Assassin's Mark - Damage/RechargeTime
    • (7) Superior Assassin's Mark - Accuracy/Damage/RechargeTime
    • (9) Superior Assassin's Mark - Damage/Endurance/RechargeTime
    • (9) Superior Assassin's Mark - Accuracy/Damage/Endurance/RechargeTime
    • (11) Superior Assassin's Mark - RechargeTime/Rchg Build Up

    Level 4: Ninja Reflexes

    • (A) Kismet - Defense/Endurance
    • (13) Kismet - Defense/Recharge
    • (13) Kismet - Endurance/Recharge
    • (15) Kismet - Defense/Endurance/Recharge
    • (15) Kismet - Accuracy +6%
    • (17) Luck of the Gambler - Recharge Speed

    Level 6: Assassin's Strike

    • (A) Superior Stalker's Guile - Accuracy/Damage
    • (17) Superior Stalker's Guile - Damage/Recharge
    • (19) Superior Stalker's Guile - Accuracy/Damage/Recharge
    • (19) Superior Stalker's Guile - Damage/Endurance/Recharge
    • (21) Superior Stalker's Guile - Accuracy/Damage/Endurance/Recharge
    • (50) Superior Stalker's Guile - Recharge/Chance to Hide

    Level 8: Quick Strike

    • (A) Crushing Impact - Accuracy/Damage
    • (21) Crushing Impact - Damage/Endurance
    • (23) Crushing Impact - Damage/Recharge
    • (23) Crushing Impact - Accuracy/Damage/Recharge
    • (25) Crushing Impact - Accuracy/Damage/Endurance
    • (50) Touch of Death - Chance of Damage(Negative)

    Level 10: Hasten

    • (A) Recharge Reduction IO

    Level 12: Build Up

    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (25) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (27) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (27) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (29) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (29) Gaussian's Synchronized Fire-Control - Chance for Build Up

    Level 14: Placate

    • (A) Recharge Reduction IO

    Level 16: Kuji-In Rin

    • (A) Endurance Reduction IO

    Level 18: Burst

    • (A) Obliteration - Damage
    • (31) Obliteration - Accuracy/Recharge
    • (31) Obliteration - Damage/Recharge
    • (31) Obliteration - Accuracy/Damage/Recharge
    • (33) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (33) Obliteration - Chance for Smashing Damage

    Level 20: Kuji-In Sha

    • (A) Gladiator's Armor - TP Protection +3% Def (All)
    • (33) Panacea - Heal/Endurance
    • (34) Panacea - Endurance/Recharge
    • (34) Panacea - Hea/Recharge
    • (34) Panacea - Heal/Endurance/Recharge
    • (36) Panacea - Heal

    Level 22: Danger Sense

    • (A) Red Fortune - Defense/Endurance
    • (36) Red Fortune - Defense/Recharge
    • (36) Red Fortune - Endurance/Recharge
    • (37) Red Fortune - Defense/Endurance/Recharge
    • (37) Red Fortune - Defense
    • (37) Red Fortune - Endurance

    Level 24: Caltrops

    • (A) Slow IO

    Level 26: Focused Burst

    • (A) Entropic Chaos - Accuracy/Damage
    • (39) Entropic Chaos - Damage/Endurance
    • (39) Entropic Chaos - Damage/Recharge
    • (39) Entropic Chaos - Damage/Endurance/Recharge
    • (40) Entropic Chaos - Chance of Heal Self

    Level 28: Smoke Flash

    • (A) Recharge Reduction IO

    Level 30: Kick

    • (A) Empty

    Level 32: Concentrated Strike

    • (A) Crushing Impact - Accuracy/Damage
    • (40) Crushing Impact - Damage/Endurance
    • (40) Crushing Impact - Damage/Recharge
    • (42) Crushing Impact - Accuracy/Damage/Recharge
    • (42) Crushing Impact - Accuracy/Damage/Endurance
    • (42) Touch of Death - Chance of Damage(Negative)

    Level 35: Superior Conditioning

    • (A) Performance Shifter - Chance for +End
    • (43) Performance Shifter - EndMod

    Level 38: Blinding Powder

    • (A) Cloud Senses - ToHit Debuff
    • (43) Cloud Senses - Accuracy/ToHitDebuff
    • (46) Cloud Senses - Accuracy/Recharge
    • (48) Cloud Senses - ToHit Debuff/Endurance/Recharge
    • (48) Cloud Senses - Accuracy/Endurance/Recharge
    • (48) Cloud Senses - Chance for Negative Energy Damage

    Level 41: Physical Perfection

    • (A) Performance Shifter - Chance for +End
    • (43) Performance Shifter - EndMod

    Level 44: Tough

    • (A) Steadfast Protection - Resistance/+Def 3%
    • (46) Steadfast Protection - Knockback Protection
    • (45) Unbreakable Guard - Resistance/Endurance/RechargeTime
    • (45) Unbreakable Guard - Resistance/Endurance
    • (45) Unbreakable Guard - Endurance/RechargeTime
    • (46) Unbreakable Guard - +Max HP

    Level 47: Weave

    • (A) Luck of the Gambler - Recharge Speed

    Level 49: Kuji-In Retsu

    • (A) Luck of the Gambler - Recharge Speed

    Level 1: Assassination

    Level 1: Brawl

    • (A) Empty

    Level 1: Prestige Power Dash

    • (A) Empty

    Level 1: Prestige Power Slide

    • (A) Empty

    Level 1: Prestige Power Quick

    • (A) Empty

    Level 1: Prestige Power Rush

    • (A) Empty

    Level 1: Prestige Power Surge

    • (A) Empty

    Level 1: Sprint

    • (A) Run Speed IO

    Level 2: Rest

    • (A) Empty

    Level 4: Ninja Run

    Level 2: Swift

    • (A) Run Speed IO

    Level 2: Health

    • (A) Panacea - +Hit Points/Endurance

    Level 2: Hurdle

    • (A) Jumping IO

    Level 2: Stamina

    • (A) Performance Shifter - Chance for +End
    • (11) Performance Shifter - EndMod

    Level 50: Agility Radial Paragon

    Level 50: Vorpal Core Final Judgement

    Level 50: Reactive Core Flawless Interface

    Level 50: Ageless Core Epiphany

    Level 50: Assault Radial Embodiment

    ------------

     

     

     

     

  10. I was only considering Ninjitsu for the utility, but the recharge on SR sounds like the way to go. Do you have any suggestions for epic power pools or is body mastery the go to?

  11. That is very helpful, thank you. I've been seeing conversations here and other places about the usefulness of placate since the stalker changes allowing you to AS after a string of attacks. Do you have any say about this?

  12. I don't know if you have any, but maybe some build examples could be helpful to new people like me. I wrote off stalkers for years and never got to try staff melee so I'm pretty lost in how to go about starting one.

  13. Hey gang, I've recently heard that before the game got shut down the devs did a complete rework of stalkers to make them a lot better than they were for years. I'm interested in trying one, pairing the AT I never cared to play with the melee set I never cared to try, I've been having a dickens trying to come up with a build for this. I grouped with a stalker running Kinetic Melee/Ninjitsu and got some idea from them, but I'm still pretty lost.

     

    Has anyone tried experimenting or actually been playing a KM build? I'm leaning towards Nin or SR myself, but I don't know how they stack up as a stalker secondary.

×
×
  • Create New...