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Found 6 results

  1. This is an idea to actually fill a spot that I see like a deep hole in City of Heroes now. There is no actual way to create a "Nova" (marvel) kind of character, or "Cannonball", or even Namor/Superman and any other flying+melee character from comics (there are so many examples possible, it's like 30% of superheroes are like that), let's say the "human missile" character. What makes it impossible to recreate it is mostly this: all AOE attacks that could make it seems you're using super strength (like Foot Stomp, Tremor, Atom Smasher and many many others) are all GROUND ONLY, therefore is a big NO-NO to flying characters and it makes impossible to create a strong flier (and pve without a single aoe is really slow, you need at least one, more so if you're a melee tanker which is surrounded by mobs even when playing alone, to use its resistance). The only sets that have something usable for that (excluding of course weapons of all sorts) are Psionic Melee (if you try to avoid the swords, which is already close to impossible due to the strongest attack being one, also it forces you to use "telepathy/mind control" when taunting) and Electric Melee (where you are forced to transform into a lightning to dash into enemies, and nobody would put it aside for Spring Attack, the cool-down and damage difference is far too great to ignore) The others are martial artists or weapon masters or visually or mechanically nor fit for either Hover or a "generic punching hero" (or even bugged when using Hover, I reported some of those with screens/video months ago) ... It's like City of Heroes at the moment forces you to be Hulk if you want to be strong, either with Rage mechanics or grounded-only AOEs that make the whole sets non-hover usable. At the moment Homecoming got all kind of sets with energies and elements and strange powers ready to be used (and I bet you even have difficulties imagining new ones since we got it all already, even Venom is possible to imitate with several different power sets), and yet we still cannot create a simple "flying-strong" character but just grounded Hulks? Well this is my suggestion for you, you still lack an Explosive set and a generic-melee flying-friendly set that's not a martial artist and that actually contains a decent AOE and a rare dashing ability would fit well (Spring Attack revised for the set) would be great in it (it would help to make the set "special", and Spring Attack is ready to be cloned, upgraded and included in a set and it functions already for both grounded and flyers chars). SOLUTION: a version of Super Strength or an "Explosive Punches" or "Cosmic" that has one decent AOE similar to Thunderstrike or Tremor (the animation is perfect to simulate strength and it's used by the Troll boss Atta for that specific reason and the slow animation is only bad when it's single target like in Energy Melee, but Thunderstrike and Tremor which are AOE are amazing with that cause you always hit someone after the slow animation, even if the one you targetted is dead in the meantime) and a version of Spring Attack with cooldown in line with similar dashing/AOE attacks, the animation is already perfect as it is, also while flying (it seems like the hero is launching himself like a missile, crashing on enemies and knocking them down). Shield, Savage and Electric already give you a dashing ability that explode AOE on impact, I think you can add another one which does the same but with Spring Attack's animation (and I suggest to NOT buff the actual Spring Attack available in pool powers since it would just make every player out there get another AOE, which doesn't solve anything or even gets things worse). No, we need imho a version of Spring Attack included in a specific Power Set built to include that (like electric, savage and shield do). I'd say such set should be very similar to Electric Melee in its function (single target melee attacks, Thunderstrike/Tremor AOE and final Spring Attack/Lightning Rod dashing AOE) with some differences of your choice, personally I don't care for details just that you create it to make it possible the creation of simple strong+flying superheroes. The name "Impact" (or Impact+ something else added of your choice) is perfect for a reason: it permits you to create a Power Set with "Explosive punching/hands" (Cannonball and aoe Cosmic alternatives to single-target specialized Energy melee) but with also a "no effects" version (to imitate a simple strong character), and the name would fit in both ways (Impacting punches can either come from a form of strength or energy or the missile-style dashing T9 power etc.), leaving the choice to the player if he wants the explosive energy on its hands or not, but the impact feeling on the opponents should remain the same. You can easily get animations from other sets, Tremor would be perfect as it is if you just made it Hover-friendly (no-grounded only), Spring Attack for the AOE/dash, and for single-target attacks there are many animations usable from other sets that can give you an "impact" feeling or even simple punches (a single target version of cross punch for example wouldn't be bad, in fact I would avoid cones for the set since it would have two aoes already and the game's got Titan Weapons as "strength" cones specialist already). This set would also be a viable "solution" for peoples who dislike the Rage mechanic (which is again, very Hulk-like and not in tone with Nova/Cannonball/Namor/BlackAdam/Superman clones) pretty much. Imho it would get very popular very fast, cause it fills a gap that I'd say it's laughable since the comics are filled with such characters, the simpler comics character one can imagine is the flying-strong one and yet it's the most difficult to create or even impossible at the moment. Another possible solution would be to render Tremor simply usable while flying, that would make peoples able to imitate Super Strength (like Atta does) and the set I described by also using Spring Attack with TONs of recharge sets and Fighting punches from pool powers, ignoring everything else from Stone Melee apart from Taunt (as you can see, it's very very difficult for a non-min-maxer and yet not very effective/under balanced due to pool powers being weaker, which is why I think an entire Power Set is needed to just fill the spot). A solution you shouldn't consider instead is to change Super Strength to fit this idea, cause it's actually perfect to create "Hulk/Heracles" style characters, so you should leave it like that and just create something that can fill the flying-gap (with explosive hands + no effect you'd have the excuse to do a 2nd Super Strength without Rage, with Spring Attack + Tremor which opens up several melee characters possibilities). If anyone found another solution I would be all ears and grateful, but I doubt it since it's like months I'm trying to create a simple character like that and I'm never satisfied with the result.
  2. So once again I'm back optimizing my build starting from scratch! My last Dark/Shield Scrapper Murcielago was amazing and hopefully in a few years I'll have him back to that level. Below is the building I will be working towards again. | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1521;675;1350;HEX;| |78DA6593D972124114867B6030B207B210CC02C444B6640093AA688C5AA5182B115| |228D13B2B4EA00D9414500329934B5FC1F50534EA8D0FA4CFE072EF321EE7FC20CA| |14D4D77DF673BABB7894F77CB8F9E4AA507CD71B7AA7B357AE187ABB2D8D911DBD7| |B68E80D419FB7786854EAB2A11FB4A2BB9B232409F7CCF68AB221A596D78D47BC8C| |F43579F950363B522BD7C8B5DADB06B69A3569C86657EB2D3CA556ABA115A4DEAE3| |70FFCBD4D551A9D5ABDEDB5F69BF5835A97B42E6B576E4B590DDC68D72BDAB556F5| |78AFA877BAD2389EA2BA92F437FE14687DA62AE2362172AAB025C024534D8169A6C| |B4BE68AE5E310A3B49855C5A9717082797A8DD4AA5DA442BC4F9DB75B7493AFC2BE| |36A5678B182EF878C8C68EF8F6DBD0DD617ACAE02ED37717BCC79CA47E1C88EF40F| |CD18F36E627E621D970DBA66364837306FFE3F8857F3969914E976A73B2AFCDB90E| |1D3885FA0314DC8D1ADC6BEC97812E879AC6C8C68B1ABCAFB9AEA537E009F896B9F| |C0E7CCF54C8D78F33F36FF399C46E31970BCC4C9199DB61DAC927809A0259AEE1CC| |0AB8CA7C4C3663D6C19A8EB1EF9C2BFA8319FF09FE62264D50F0B9FAA89909EB604| |D31111396CC4FB210E71421F47D4439C29C430D23C71C72CC21471439A2C8A192CF| |34C751A631CF18384FBA59F4359BE6BC7130051E934D04B38E3C60D9D90A5805257| |3611F846F807A98C7ACE72FF22C17D699E72E811BE0656690F22DB28F58C42C8214| |270159628965651A5D1AB234F29D909D865EB5A7DC7FEE15EE2FE9B29867167167D| |4FEFBA51F7DA2302871B26749C5832599625945D4FE1B369DA3F466586B965C969F| |B5BE3FB0D607D6FB03EBCFAEFE7B46E42F4392AFAE8137BFC5F720B9CDCC5C617EF| |B6BE350D0F7D433E6CC73F005EEC94B660C73C90ECD203524C90D495687242B4392| |DF3137E577| |-------------------------------------------------------------------|
  3. MELEE DAMAGE SET TESTING: Link to Rankings Hello everyone, It has come to light that the current metrics for testing performance are not reflective of normal game play conditions. Common metrics such as fighting a Pylon or clearing a Farm map do not take into account the realities of playing through a mission, which is 90% of the normal content players would be going through. In other threads, we often see these metrics tossed about to claim the power of certain sets over others, but rarely do we see... or rather even have metrics on "Normal Game Play". Pylons have unique properties that don't reflect "real" ST damage for most content, as shown by wild DPS swings from person to person on them (due to their stationary nature, and other factors). Farm maps similarly do not reflect how moving through a map, or just fighting different types of enemies can affect performance which leads to certain sets seeming much better when thrown at those specific environments. That said, mission environments can vary wildly as well which makes testing on them rather unreliable. (Luckily, we are able to pick maps in AE.) PREMISE: After conversations with @Infinitum, @TheAdjustor, @Steampunkette, and @GM Sijin, it seems that the balance of attack sets has become a bit clouded by the current meta. IO bonuses, Procs, Incarnates and the like have lead to outlier cases and combos that make sets seem much better or worse than they possibly should be. It is tossed around that the game should be balanced around SO's, but to our knowledge there have been few tests to actually gather data in a realistic setting on them. Starting with the melee damage sets, Scrappers have the most straightforward game plan that leads well to testing out performance over time. This is where we need your help! Between @Hopeling and I, we believe we have come up with a Standardized Missions Simulator using AE on the Pineapple Test Server that we need player input on. The task is simple: Defeat all the enemies in the map as fast as you can given the restrictions to SO's, Difficulty settings, and /Willpower (more on this below) Record 10 clear times on the mission to average out variables such as spawn size / misses / runners / etc (you can try the mission out once or twice to get familiar) Post your times and primary set used here, as well as any notes! It is our hope that the data points gathered can give a more accurate representation of how melee sets should perform at a baseline. Everything else that gets added onto these baselines can only improve them further, but it is somewhat unknown how they all stack up against each other at the basic level. MISSION ID 3281: MISSION SIMULATOR Using a unique Warehouse map fits several criteria for traversing a mission that will provide more realistic challenges for players as they try to quickly defeat all enemies. Several boxes / railings / walls get in the way of enemy placement, there are several " T " shaped sections where enemies can spawn on either end, and there is a large circle area with two entrances which provide further choices and spawn points to realistically spread enemies around. There is also a vertical ramp section that will split up a mob into sections that the player will need to traverse. Enemies are not usually neatly grouped, nor the map as linear as can be so this should help replicate your "average" mission. This Defeat-All testing ground comes with special "Punching Bag" enemies of Hopeling's design. There will always be 2 Boss Punching Bags and 1 Elite Boss Punching Bag in the mission on top of the randomized regular spawns throughout the map. These enemies have no resistances, and only have the T1 street justice attack. They should behave as normal enemies with standard HP values, aggro to you as normal, but otherwise not really provide much of a threat as the purpose is to quantify the Damage Sets in a realistic setting. The difficulty of the mission should be run at +0/x3 based on our testing to best balance between ST and AoE leaning sets. At x3, the mobs can come in spawns of between 5 and 10 enemies, which line up perfectly with the target caps of almost all Melee AoE powers while also not being an overwhelming amount of enemies for more ST oriented sets. The guaranteed 2 Bosses and EB should likewise provide a venue for ST damage to shine. The x3 setting also provides a variety of spawns as shown in the quoted post below: After running 10 missions, we found: About 30% of spawns were +1 lvl compared to +0, with no pattern of what types were +1 About 30% of spawns were groups of 5 Minions, and 2 LT's About 20% of spawns were groups of 8 Minions, and 1 LT About 20% of spawns were groups of 4 Minions, and 1 Boss About 10% of spawns were groups of 10 minions About 10% of spawns were groups of 3 Minions, and 3 LT's About 10% of spawns were groups of 4 Minions, 1 LT, and 1 Boss (the last group in a typical "Defeat the bad guy!" mish) So over time, the enemies in a mission would provide varied challenges for any set's strengths to overcome, and on occasion the +1 will provide harder targets or annoyances like those enemies with 1 hp left and all you have are your big attacks to swing with 😉 The map and enemy spawn sizes should give a healthy variance that over multiple tests give a solid "average performance". Ideally, players should run the mission 10 times to get a solid average and account for variable spawn types / runners / misses / etc. Each player's time will be recorded and added to a master list for comparison. Any notes from players will also be recorded! Ex: Each primary should have all their attacks slotted with even-level SO's to emulate the "Normal Slotting" expected: 3 Damage, 1 Accuracy, 1 End Reduction, and 1 Recharge. Build-Up style powers should have 3 recharges, and certain powers may have slight alterations depending on the power type (to be discussed). However we should be aiming for the "average / intended" slotting and avoiding IO's to gather the baseline data on sets for a first run of these tests. Inspirations, unique IOs, and pool powers except for Combat Jumping (due to extreme popularity/commonality) should not be allowed in order to focus on the primary set's performance. As for the secondary, Willpower is the least invasive choice as it offers no offensive perks aside from +Recovery. WP, Regen, Rad and Bio all offer +Recovery options. Elec, EA, Fire, and Ice all offer an End Drain, and Ninjitsu offers a +End button, making 9/13 secondaries offer endurance tools, so that actually makes WP the ideal choice to mirror "average" performance. We may consider adding other "non offensive" secondaries to this list in the near future, but for now WP should be the go-to. Willpower Slotting should also mirror the average. 3 primary defensive SO's + 1 Endurance Reduction in the toggles, 3 slotting your sustain passives, and so on. Something like this: *Note: Parry and other such unique powers may offer better performance slotted not as a pure attack Anything without slotted enhancements (except for SPRINT) is not used in the tests to keep variables to a minimum. This means I did not use: Confront Resurgence (if I died, I restarted the mish and made note) Strength of Will Pool powers besides Combat Jumping Ancillary / Epic Powers Players should feel free to run the map 1-2 times before marking down their 10 test times to get familiar with the primary set / map in question. Every set getting 10 run times per player should give us plenty of data, and the map / difficulty / secondary / slotting choices should ensure we get a wide array of scenarios that test the primary's capabilities with minimal outside effects. Caveats: Doing these tests on the Pineapple server also grants the character passive Accolades to boost Endurance. Technically, anybody can get these just by playing, but they are an X factor to consider. Inherently, there is randomness at play per mission in terms of +1 Spawns, Misses, Critical Hits, spawn layout and the like. The more test results we get though, the more we can iron out odd times. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ We are looking forward to having people give this a shot and refine the process. Please share your thoughts about this so we can come up with the best test of "normal gameplay" possible! Thank you, @Galaxy Brain
  4. Reaper Scythe Both a reskin and a unique take on the Battle Axe melee set. Note: because I liked their suggestion so much, this idea is going off another posters' suggested changes for Battle Axe (here). tl;dr of those battle axe changes is, axe's secondary effect would be slightly extended range (+2 to +4 feet) with some extra cleave action (some attacks are actually narrow cones) and the overall set is improved to have some higher damage attacks in conjunction to having higher recharge times. It's important to note these changes because my set takes away much of that in exchange for its unique mechanic. To reiterate, I'm suggesting this have the same cast times for most of its powers so that the set's animations can also be ported to Battle Axe as an option as well as vice versa. This, I feel (in a fantasy world where new sets are being animated), could be a way to breath new life into old sets without directly tipping the scales into power creep. The same could technically be done for any older sets, really. Another note, this is a 2-handed set. This means, technically, you could use Battle Axe animations if you want to pair this with shield or if you are Battle Axe and want to use the 2-handed animations, you cannot do so if you have Shield Defense. If you're an American comicbook purist who feels there should be an equivalent somewhere amongst DC or Marvel, this suggestion may not be for you. I'm a comicbook casual but an anime/manga enthusiast, mostly. Archetypes Reaper Scythe is a melee attack set for current Tanker, Brute and Scrapper archetypes. I'd like a version of Battle Axe for Stalker too so that I could create a scythe wielding assassin. Mechanics Reaper Scythe's unique mechanic is called Marked for Death. Every attack within the set that does damage has a small chance of granting a target the "marked for death" effect. A target under the effects of Fear has a moderately increased chance to gain the "marked for death" effect and a target under the effects of Sleep have a greatly increased chance to gain the "marked for death" effect. Reaper Scythe attacks against a target under this effect lowers their resistance to Sleep, Fear, Immobilize, Hold and Disorient effects. Marked for Death does not stack or refresh but instead, pays its effects off when it expires. As a granted power, its effects are determined by the user (the target with the "marked for death" effect). On minion and below targets, "marked for death" lasts 6 seconds. Upon expiration, the target will cast an AoE mag 2 4sec fear around itself and be immune to "marked for death" for 6 seconds. If the target dies before it expires, it will 100% pass this effect onto another minion foe within 20ft and have a moderate (20%) chance to also pass the effect onto a Lt. or above target. On a Lt or above (including players), "marked for death" lasts 6 seconds. Upon expiration, the target receives a moderate amount of Negative Energy damage and -1 mag protection for 18sec. To clarify, Reaper Scythe attacks deal Lethal damage only while Marked for Death deals Negative Energy damage to Lt or above. Name Primary Secondary Description Throat Slash 1 1 Melee, Moderate DMG(lethal), 40% Foe Knockdown, +Mark for Death Butcher 1 2 Melee, High DMG(lethal), 40% Foe Knockdown, +Mark for Death Dissect 2 4 Melee, Narrow Cone, Superior DMG(lethal), +Mark for Death Taunt 6 10 Ranged (Targeted AoE), Foe Taunt, -Range Reap 8 16 Self +DMG, +ToHit, Special +Absorb Crescent Cut 12 20 Melee, Superior DMG(lethal), 70% Foe Knockup, +Mark for Death Rift into the Abyss 18 28 PBAoE, Foe -ToHit, Foe Terrorize Pull 26 35 Close, Extreme DMG(lethal), Foe Teleport, +Mark for Death Guillotine 32 38 Melee Cone (180 degrees), Superior DMG(lethal), Foe +Mark for Death, +Special Powers, Alphabetically: Butcher Melee, Single Target, High Lethal Damage, Slow Recharge Counterpart to Battle Axe's Chop, this can only hit one foe but shares the same damage. A foe hit with Butcher has a chance to be Marked for Death and Knocked down. Set Categories: Melee, Knockback Crescent Cut Melee, Single Target, Superior Lethal Damage, Slow Recharge Counterpart to Battle Axe's Swoop, and shares the same damage amount. A deadly vertical slash can send your target flying upward. A foe hit with Crescent Cut has a chance to be Marked for Death and Knocked up. Set Categories: Melee, Knockback Dissect Narrow Cone, 3 Targets, Superior Lethal Damage, Slow Recharge Counterpart to Battle Axe's Gash, this shares the same cone radius but without the extra range or knockdown. This attack is slow but can strike multiple foes. Foes hit with Dissect have a chance to be Marked for Death. Set Categories: PBAoE Guillotine Melee Cone (180 degrees), Superior Lethal Damage, Special, Very Slow Recharge Counterpart to Battle Axe's Pendulum, this shares the same radius but without the extra range or knockdown and does slightly less damage. This attack spares none in its arc. Foes hit with Guillotine have a chance to be Marked for Death. If a target that is Marked for Death is hit by Guillotine, the Marked for Death effect will instantly expire after this attack. Set Categories: PBAoE Notes: When a target that is Marked is hit by a Reaper Scythe attack, their resistance to mez is reduced. This attack will apply that effect before Marked for Death is made to expire. Pull Close Range (40ft), Single Target, Extreme Lethal Damage, Foe Teleport, Very Slow Recharge Counterpart to Battle Axe's Cleave, this attack can reach at a longer range but only hits one foe. Yank a victim closer and pull your blade through them. Foes hit by Pull have a chance to be Marked for Death. Set Categories: Ranged, Teleport Notes: Same range as Claws Focus, this has the added effect of pulling a target to you (teleportation). This is the set's strongest attack, same as Battle Axe's Cleave. Reap Click: Self +DMG, +ToHit, Special +Absorb (8% Max HP), Long Recharge Counterpart to Build Up, Reap has the same damage and ToHit buff with the same duration but gets stacking +Absorb for every hit on a foe that is Marked for Death. When striking a foe that is Marked for Death, you can feed off their fear and inevitable demise, lessening their resolve to fight back. Set Categories: ToHit Buff, Heal/Absorb Notes: Stacks to max of +25% Absorb ontop of any Absorb you currently have. Max duration of 20sec. Rift into the Abyss PBAoE, Foe -ToHit, Fear, caster must be near the ground, Long Recharge Counterpart to Battle Axe's Whirling Axe, this skill does no damage but can put foes in a state of paralyzing fear. Set Categories: ToHit Debuff, Accurate ToHit Debuff, Fear Notes: For animations, I'd like two versions: one where you stab the ground, opening up a chasm underneath you as well as a "slash open the air" animation revealing a portal into someplace else for a short time. Either can work with current Whirling Axe. Throat Slash Melee, Single Target, Moderate Lethal Damage, Fast Recharge Counterpart to Beheader, the damage and effects match just without Battle Axe's extra range. Attempt to remove your opponent's head with a slash at the neck. Foes hit with Throat Slash have a chance to be Marked for Death and knocked down. Set Categories: Melee, Knockback Marked for Death Target Self: Special, 6sec Duration The chance of placing this power on a target is low (around 5%). The chance of placing this power on a terrorized target is moderate (20%). The chance of placing this power on a sleeping target is very high (75%). Foes Marked for Death will have their resistance to fear, sleep, hold, immobilize and disorient reduced by 12% for 25sec every time they are struck with a Reaper Scythe attack. When a minion or below is defeated while Marked for Death, they will cast Marked for Death on another minion within 20ft and has a low chance of casting it again on a Lt or above target. When a minion's Marked for Death expires, it casts a short range AoE mag2 fear and will remain immune to Marked for Death for 6 seconds When a Lt's or above Marked for Death expires, it will apply a Moderate to High amount of Negative Energy damage to itself and their protection to Fear, Sleep, Hold, Immobilize and Disorient is reduced by 1 for 18sec. You can reapply Marked for Death immediately after it expires. Just some thoughts, this set is supposed to shine on a Tanker moreso than a Brute or Scrapper. The damage from Marked for Death would have a base standard depending on the target, not the caster and most of its attacks are slow and powerful with a secondary effect meant for permanently shutting down targets once they are mezzed. Also, thanks to malonkey1 as I copied your post format and just plugged in new stuff.
  5. Melee Melee is a powerset currently used by Scrappers, Brutes, and Tanks that uses melee attacks. This thread is designed as a compilation of proposed Melee powersets. I will do my best to go through the entire forum to find all Melee powersets, however if I do miss one (or not describe one as you like) let me know. Tendril Melee (19.06.03.23.54.01): A flexible take on Spines. --set is not described in post, but linked to via Google Docs-- Toxic Melee (19.06.25.15.57.04): Toxic damage in a spineless melee set. Bio Melee (19.06.25.15.57.05): An AoE-centric melee set that combines Lethal/Smashing/Toxic damage for a toxicly lethal smash. Volcanic Melee (19.06.27.09.31.02): Heat and smashing damage will literally melt your enemies faces. More AoE than Fiery Melee, with different mechanics. Reaper Scythe (19.06.30.08.46.01): A new take on battle axe that really reaps rewards when attacking higher level foes. Astral Guardian (19.07.12.12.10.01): Astral projection that packs a punch. --set is not described in post, but linked to via Google Docs-- Psi-Blade (19.07.20.09.59.01): Occam's Razor eat your heart out! Telekinetic Melee (19.07.20.09.59.02): Telekinetics with melee range and a mage-hand feel. Mental Melee (19.07.20.09.59.03): Really getting into the minds of your opponents. Single-handed Spear (19.07.20.09.59.04): Stabby-stabby-pokey-pokey. Multi-Limbed Melee (19.07.25.04.33.01): Four arms are better than two! Martial Prowess / MMA (19.08.10.11.14.01): A mix of current martial arts sets for a different feel. Rapier Melee (19.08.15.12.10.02): Dibs on the name Inigo Montoya! ST focus with rapier-quick wit and attacks... Vampiric Melee (19.08.18.06.35.02): When you just wanna say, "bite me." Gravitic Melee (19.08.29.09.03.01): A really heavy concept. Just remember the inverse square law... Daggers Melee (19.10.29.11.03.01): Et tu Brute? Temporal Melee (10.11.04.21.58.01): The time is right for this melee set! Note: Some powerset proposals were left out because they were just suggestions and not detailed sufficiently for inclusion. Note: I will also be doing a compilation for other types of powersets, but am doing them one at a time to keep the sets manageable. Note: DD8811 is the color I am using for Melee. ----- Taking a break, will complete this post at a later date, just finished going through the first 25 pages of the threads. -----
  6. Link to the full writeup here! This powerset is focused around draining the health of your victims, shutting them down with damage and crowd control, all while sustaining yourself on their essence! Melee Powers: T1: Bloody Tear Deal damage to a target and inflict DoT. Standing near a bleeding target heals you. T2: Arterial Slash Like Bloody Tear, but with less initial damage and a longer, stronger DoT. T3: Ravage Loads of damage and DoT, and you still heal by being near a bleeding target. However, this ability costs health! T4: Drain Blood Attack a target, holding both you and them for 2 seconds. In addition to dealing high damage, you heal for a significant portion of damage done. Stalker: Assassin's Bite An Assassin move that deals less damage, but can heal you for lots of health if you use it while hidden. It also teleports you behind the target, but as it's already a melee attack, that's more for show than anything else. T5: Shadow Warp Replaces abilities like Taunt, Confront, and Placate. This ability teleports you, inflicts a PBAoE fear, and has an additional effect per archetype. Tankers and Brutes deal minor damage, with Tankers also taunting foes, and Brutes gaining Fury and +Regen. Scrappers gain +DMG and +Recharge for a while. Stalkers placate nearby foes when using the ability, and become hidden after teleporting, but they don't fear targets with it. T6: Nightfall A PBAoE attack that deals damage to targets, draining their health and burning their endurance. Each target hit gives you a buff to recovery! Stalkers get Assassin's Bite at an earlier level instead. T7: Enthrall A ranged attack that deals high psychic damage and makes targets sleep. Furthermore, Enthralled targets will walk towards you while sleeping, and Drain Blood has increased effectiveness on them! T8: Fell Assault Smash down in the target location and temporarily become Slightly more monstrous, giving your T1-T3 attacks an AoE effect! T9: Biting Swarm Turn into a swarm of bats, becoming basically immune to everything except AoE, as you bite targets in a wide area. Deals very high lethal damage over the 6 second duration. Assault Powers: T1: Sanguine Strike Shoot pressurized blood at a target, dealing high damage but costing a bit of health. T2: Bloody Tear T3: Arterial Slash T4: Hellfire Shoot three fireballs in a ranged cone attack with a wide arc. Deals decent damage, but can only target 3 foes at once. T5: Drain Blood T6: Shadow Warp Dominators heal themselves, and gain a buff to damage and lifesteal as their archetype specific bonus. (This is to help make up for their comparative lack of lifesteal abilities compared to the melee variant) T7: Summon Bats / Bat Strike Using this first gives you a trio of bats that surround you, increasing your defense against ranged attacks. It then turns into Bat Strike, which is a very fast attack that turns one of your bat buffs into an untargetable pet that damages foes and heals you before expiring. T8: Enthrall T9: Biting Swarm
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