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  1. So! one of the biggest issues faced when creating new powersets is the difficulty faced introducing new assets to the game, which is why many of the newer powersets are created from existing assets that are already used in other powersets (Such as Savage Assault, Ninja Training and Radiation Melee). In order to produce new powersets, it seems most likely that they would be created from what we have already, which is why we've seen many more Manipulation and Assault sets than any others (since they are mostly formed from existing powers). So with that in mind, I was pondering what other powersets could be engineered from the assets already available, effectively 'recycling' them into new forms. I had a couple of crude ideas that I've listed below, they are in no way a working product, more a proof of concept that could hopefully inspire a new arsenal of powersets that could be introduced in one way or the other. The aim of the game is to use as much existing material as I could, so they would seem plausible to implement at the least, and entirely possible at the most. Earth Blast You are able to uproot and project stone to powerful effect! Earth Blast focuses on smashing your foes and sending them flying. - Throw Rocks: A new power that uses a generic 'throw' animation to hurtle small rocks. - Stone Spears: Taken directly from Earth Assault. This power fits nicely as the 2nd ability for a simple single-target damage attack - Shards of Stone: A power belonging to the Talons of Vengeance Prophetess/Sibyl/Oracle of Earth, firing rocky shards in a cone. - Hurl Boulder: Taken from Earth Assault/Stone Melee. A good short range/high damage attack that was a nice fit. - Aim: Your basic blast set 'Aim' power. - Stalagmites: Taken from Earth Control. Just like Dark Blast and Archery, a soft control power with AoE focus seemed fitting. - Fossilize: Again taken from Earth Control. Just like many blast sets, the inclusion of a single target hold also seemed fitting. - Fissure: Another Earth Assault power. Fissure acts a nice ability later in the set with close range and high damage. - Upthrust: A power belonging to the Talons of Vengeance Prophetess/Sibyl/Oracle of Earth. (I decided not to use Meteor because it doesn't seem fitting for players) Earth Manipulation You can manipulate the earth to contain and control your enemies, while bringing rocks crashing down upon them. - Stone Prison: Taken from Earth Control. This power suits just fine for the single target immobilize as you may expect. - Stone Fist: Taken from Stone Melee. This works as the first melee attack available. - Mud Bath: A modified version of Mud Pots. This power also grants endurance recovery and health regeneration to the player. - Tremor: Taken from Stone Melee. This power works as a nice AoE melee attack as seen in other Manipulation sets. - Build Up: As standard Build Up power as expected. - Fault: Taken from Stone Melee. This power works as a nice control power that has no damage. - Ash Fall: Another power belonging to the Talons of Vengeance Prophetess/Sibyl/Oracle of Earth, functioning much like Snow Storm - Volcanic Fumes: A modified version of Volcanic Gasses, this ability is instead an PBAoE toggle with no damage. - Seismic Smash: Taken from Stone Melee. This power works perfectly as a high damage melee attack with mez capability. Throwing Blades You are trained with deadly throwing blades, armed with an assortment of martial weaponry to attack your foes from afar. - Shuriken Throw: Taken from Martial Assault. This fits well for the low damage/quick recharge attack. - Throwing Dagger: An NPC power used by a multitude of enemies, ideal for a moderate damage ranged attack. - Trick Shot: Taken directly from Martial Assault. this ability works well as a nice AoE ability. - Shrapnel Shuriken: A renamed version of Weapon Mastery's Exploding Shuriken. This works as a basic AoE power. - Aim: Your basic blast set 'Aim' power. - Masterful Throw: Also taken from Martial Assault. This works perfectly as a snipe ability. - Fan of Blades: NPCs like Chance McKnight have a similar ability called 'Shurikens', which is a cone version of the standard Shuriken power. Though I would perhaps give it the Eviscerate/Ripper animation. - Explosive Shuriken: Taken from Martial Assault. this power works well as a low-range/high-damage attack - Blade Storm: The T9 for this set would likely be a mix of projectiles thrown in all directions, likely using the same animation as Typhoon's Edge. Other sets in this thread: Urban Assault & Trickery Kinetic Manipulation Insect Control Urban Warfare Temporal Armor (By BrandX) Primal Armor Sonic Aura Kinetic Assault & Arcane Blast Hellfire Manipulation Radiation Control Munitions, Tactical Rifle & Rifle Assault Savage Combat Spirit Animals Earth Affinity Arcanist (By Naraka) Arsenal Blast Artillery Blast Utility Grenades Sonic Control Time Control (By GenesisMan) Elementals Illusion Control (Dominator) Fire Support (By AgentForest) Water Assault (By oedipus_tex) Force Control (By ninja surprise) Advanced Tactics (By AerialAssault) Weapon Combat Hellfire Melee & Hellfire Assault Pain Blast, Pain Manipulation & Pain Assault Illusion Manipulation Bio Weapons (By Dinictus) Force Blast, Force Assault & Force Manipulation Tactical Gear Force Armor Power Weapon & Power Assault Pyrotechnics Marksman Rifle Pistol Assault (By Player2) Thorn Blast Street Combat Pain Control Weapon Assault (By Night)
  2. Hello! Wind control is an almost completed powerset, functionally working and only really missing completed animations. But, as with other powersets in HC, namely some radiation ports, existing animations could be used. Currently the wind control powerset consists of the nine main powers, and four pet powers, all except one using placeholder animations pulling from Ice and Gravity mostly. ONE existing power, belonging to the pet** uses an animation made for the powerset. Below, I list the powers existing in the code and working, and suggest alternate best case scenario Existing Animation Assets ports [to either replace or add as alternate's to default, if that's easier] to publish the powerset for us all. 🙂 At the end is a list of wind or wind like powers that can also be pulled from. Wind Control Set [As Is] ---- Placeholder Animation / Suggested Animation: Updraft [ST knockup] ----- crush / ice armor whirlwind fx for each armor, minus the armor Downdraft [ST Hold] ----- block of ice / terrible howl [direworlf power] centered on target Breathless [T AoE Immob] -----frost bite / chilling howl [direwolf power] + time manip heal 'rings' as immobfx Windshear [PB AoE Slow] ----- arctic air / snow storm on player character Thundergust [Cone KD] ----- shiver / desert winds [npc power, animation only] Microburst [T AoE Stun] ----- flashfire / Hail of Debris [Vortex Pet Power] ** Keening Winds [T AoE Confuse] ----- mass confusion / heart of darkness Vaccum [T AoE Hold] ----- glacier / Dimension Shift OR Shadowfield + ninja sand choke animation on targets Vortex[Pet] ----- ice golem / Storm Elemental w Arctic Fog or Frozen Aura fx OR Haunt-Shade, base color altered to light grey/brown Pet Powers: Blast of Debris [ST Ranged] ----- Throw Spines / Desert Winds [npc power, animation only] Whirlwind [PB AoE] ----- unknown / hurricane Hail of Debris [T AoE DoT] ----- NEW WIND ANIMATION [see image] ** Crash of Thunder [T AoE Stun] ----- Thunderclap/Thunderclap Below is a list of wind related or powers with wind like fx, that might also be swapped out: storm summoning's gale, snowstorm, hurricane, tornado, speed's whirlwind, leviathan mastery's water spout, scirocco's dust devil and desert wind, Direwolf's Chilling Howl and Terrible Howl, cold/ice's frost breath, shiver, chill, snow storm, ice armor fx, chilling embrace, arctic fog, street justice's spinning strike, psionic tornado, darkness control's heart of darkness and shadowfield [if made base white instead of base black], martial combat's throw sand, time manipulation heal over time fx, sonic's shockwave, regrowth [minus leaves] kinetic meelee's concentrated strike. Thank you for coming to me TED talk.
  3. Alright, there occasionally pops out the idea of making a "just for fun" pool only toon... Well, how about making two new powersets, Pool Primacy Offensive & Pool Primacy Defensive. They would use the pool powers as base and expand on them: Melee Set Pool Primacy: Offensive T1: Boxing+ T2: Kick+ T3: Jump Kick+ (changed to narrow cone) T4: Tactical Assault (combination of Tactics & Assault) T5: Air Superiority+ T6: Provoke+ T7: Invoke Panic+ T8: Cross Punch+ T9: Spring Attack+ Armor Set Pool Primacy: Defensive T1: Weave+ T2: Tough+ (~12.5 S/L, ~10 E/N/F/C/T/P) T3: Injection+ T4: Strong Invisibility (Similar to Superior Invisibility, but only 125' Stealth) T5: Acrobatics+ (Auto, 7.5 to all resist & moderate broad-spectrum mez resist) T6: Maneuvers+ T7: Field Medic's Aid (Powerful PBAoE team heal) T8: Whirlwind+ (no repel, KD, -ToHit, -Dmg) T9: Unrelenting+ Alright, this is still in the development stage, and the numbers will need to be looked at so that it is not too powerful, but still playable. The offense is mainly Single Target, with a little bit of AoE. The defense is a broad-spectrum layered defense.
  4. Power Armor - suggestion for a ranged set that could be made available for Blasters, Corruptors, Defenders and Sentinels. This powerset specializes on inflicting -REGEN to enemies (because plasma burns are hard to heal). Powerset is inspired by various adds those wear suit of protective armor, and Arachnos Soldiers do it too, but not everyone wants to play as spider. This my suggestion allows to have more diversity for themes those don't need superpowers to be superhero. -REGEN effect is not used in any damage sets widely (except, maybe beam rifle, but it has just a couple powers with it). Along with -DAMAGE effect, but that one may be inflicted with another new set - Celestial/Holy Light powerset (Kheldian peacebringers powers transformed into Ranged Set, no crabs or squids or glowing eyes), making the latter awesome choice for Empathy defenders those seek to protect their team. As for Power Armor - its -REGEN is more potent on Defenders too. But more closely to Our current set - Power Armor - it utilizes various high tech weapons, built in your armored suit, and these weapons may be fired separately or even together (Heavy Ordnance Ability?) to lay waste at your enemies. This is mah first version of this set: it's not final and is still open for extra ideas: Tier 1: Plasma Blast Click, Single Target Projects a bolt of plasma at a targeted enemy from your Hand Cannon. Low damage, but fast recharge and animation. Lowers enemy's Regeneration Rate. X Energy Damage. -50% (-66.7% for Defender) -REGEN for X sec. (Ignores Buffs and Enhancements) Accept Enhancement Sets: Ranged Damage, Universal Damage Sets, ATO Tier 2: Plasma Burst Click, Single Target Projects several small bolts of plasma at a targeted enemy in rapid succession. Has bigger activation & recharge times, but bigger damage as well. Lowers enemy's Regeneration Rate. X ticks of Y Energy Damage for Z sec. -50% (-66.7% for Defender) -REGEN for X sec (more than Plasma Blast). (Ignores Buffs and Enhancements) Accept Enhancement Sets: Ranged Damage, Universal Damage Sets, ATO Tier 3: Chest Plasma Wave Click, Midrange Cone AoE (range is lower than the rest of Power Armor powers), 10 targets max (6 for Sentinels) Releases a massive wave of energized plasma in front of you, dealing damage to your enemies, lowering their Regeneration Rate and potentially Knocking them Down. X Energy Damage. -50% (-66.7% for Defender) -REGEN for X sec. (Ignores Buffs and Enhancements) 20% Chance to 0.67 Magnitude Knockback. Accept Enhancement Sets: Targeted AoE Damage, Universal Damage Sets, ATO Animation: like lDF human enemies in respective Incarnate Trial (where you don't shoot civilians) shoot at you - a ringed wave. Tier 4: Charged Plasma Blast Click, Single Target Charges up and launches at enemy highly concentrated two-handed ball of supercharged plasma. Has noticeable windup time and rather slow recharge, but is also a lot more potent. It lowers Regeneration Rate for a decent time, and also briefly holds the target. X Energy Damage. -50% (-66.7% for Defender) -REGEN for X sec. (Ignores Buffs and Enhancements) 3 Magnitude Hold for X sec. Accept Enhancement Sets: Ranged Damage, Universal Damage Sets, ATO, Holds Tier 5: Aim (may be exchanged for some extra thematic power you can imagine or just renamed to "Lock On" or something) Tier 6: Rocket Launcher Click, Targeted Sphere AoE, 15' radius, 16 targets max (10 for Sentinels) Locks on and fires at a targeted enemy an explosive missile. Explosion radius hits all nearby enemies as well. Rocket blast can Knock some enemies Down. X Lethal Damage. 50% change to 0.67 Magnitude Knockback Accept Enhancement Sets: Targeted AoE Damage, Universal Damage Sets, ATO Animation: left shoulder-mounted rocket launcher. Animation time is long, so is recharge time, but it's compensated with damage. Tier 7: Hunter Drone Toggle When toggle active it's PBAoE 80 ft Damage, but 1 Targets max, suppresses when you are not in battle. Detoggles upon mezzing. While active - a technologically advanced drone hovers around you, locks on at nearby enemy and assaults it with plasma bolts. This is a toggle power and it consumes your Endurance while active. Plasma shots from Drone cannon can reduce enemy Regeneration Rate. The drone cannot be damaged, however, this power may be detoggled by mezzing owner. When this toggle ticks: X Energy Damage. -50% (-66.7% for Defender) -REGEN for X sec. (Ignores Buffs and Enhancements) Accept Enhancement Sets: Ranged Damage, Universal Damage Sets, ATO Technically free damage, neat, right?.. Tier 8: Machine Gun Click, Targeted Narrow Cone AoE (5 degrees cone), full range (80' for Blaster), 3 Targets Max Barrages several targets on a line with deadly burst of armor piercing rounds. These round also can reduce targets' Resistance to all damage types for a while. X ticks of Y Lethal Damage over Z sec. -X Resistance to all Damage. (Ignores Buffs and Enhancements) Accept Enhancement Sets: Targeted AoE Damage, Universal Damage Sets, ATO Animation: right shoulder-mounted minigun. Animation time is long, recharge time, though, allows chains like Plasma Blast->Charged Plasma Blast->Plasma Blast->Machine Gun for single targets. Tier 9: Heavy Ordnance Click, Targeted Sphere AoE (20' radius), 16 Targets Max (10 for Sentinels) Unleash everything you have got at your disposal and fiercely assault location around the targeted foe, dealing Extreme Energy and Lethal damage to everyone nearby. This significantly lowers Regeneration rate of enemies, and has fair chance to Knock Down or Stun them. X ticks of Y Energy Damage over Z sec. X ticks of Y Lethal Damage over Z sec. -50% (-66.7% for Defender) -REGEN for X sec (long time). 80% chance to 0.67 Magnitude Knockback. 50% chance to 3 Magnitude Stun for X sec. Accept Enhancement Sets: Targeted AoE Damage, Universal Damage Sets, ATO, Stuns Animation: unified plasma beam from both Hand Cannons and Chest Cannon, together with shooting both Rocket Launcher and Machine Gun. This cover targeted area with 2 explosions - energy explosion from plasma weapons and ballistic explosion from the rocket. *Names are not final.
  5. Just for natural controller feel... Not sure how this controller works on robotic enemies thematically though especially on malta robots but I'm open to suggestions. Tier 1 : [Crippling Finger] : You cripple enemies movement by damaging target's pressure/weak point. (Melee ST Immobilize moderate smash DoT. - Fly/jump ) Tier 2 : [Pressure Kick] : You damaged target's vital pressure/weak points with pressured kick making them vulnerable to further damage and locking them in pain. (Melee ST Hold moderate smash damage. Special = Resistance debuff.) Tier 3 : [Spinning Kick] : You spin your legs while targeting enemy's pressure/weak points to launch them into air. (Melee Cone Immobilize(After knockup) Minor Smash DoT. Special = Knockup - Fly/Jump) Tier 4 : [Thunder Kick] : You strike enemy with your kick so hard that enemies left disoriented and crippled. (Melee ST Stun Minor Smash DoT. Special = -Recharge/Speed/Movement) Tier 5 : [Hypnotizing Strike] You strike your nimble fingers on targets vital pressure/weak points and making them sleep. (Melee ST Sleep. Special = -Recharge/Speed/Movement after sleep is broken) [No Aggro] Tier 6 : [Limitbreak] : You break your limit by pressing vital pressure points. (Self: +Recharge +Movement Speed, Foe -Recharge -Movement Speed and All hardcaps temporary lifted for 30 seconds.(Crash= All hardcaps lowered for 30 seconds) Or/and By breaking your limits you exude great pressure to weaker foes. Additional effects = Toggle: PBAoE Taunt %300 , PBAoE Fear 3 Mag and To hit Debuff for 30 seconds. (Toggle drops when 30 seconds passed) Tier 7 : [Throw Sand] : You grab some nearby debris and fling it towards a nearby foe, obstructing their vision and dazing them. !NEW(Self +Placate if Stun doesn't apply) (Ranged Cone Foe Stun, -Perception.) (This is taken from Martial Combat) Tier 8 : [Blurry Fingers] : You strike nearby enemies pressure/weak points so fast that they are locked in pain and they can't move. (PBAoE Chance to Hold every X seconds) Minor Smash DoT (Special = Damage debuff) Tier 9 : [Distorted Perception] You strike on special pressure/weak points. Targets unable to move and locked in slowed perception. (Melee (Targeted AoE) Stun. Minor Smash DoT (-Recharge/Speed/Movement and (Perception/Range Debuff after Stun is broken) !NEW(Self +Defense. (Defense values are enhanced in Limitbreak mode.) NEW! [Limitbreak] only : All your single target melee powers transforms into ranged powers. When you activate your powers from ranged for example your silhouette goes into melee range while you stay still. Or All your Single Target melee powers teleports you to foe similar to nightcrawler.
  6. Just fun idea I though of. Spirit Summoning Tier 1 [Spirit Touch] : (Melee range Click)You sap vitality of target healing you and nearby allies and giving enemies [Lingering Touch], -regen, -damage. Tier 2 [Haunted Visions] : (Click)(Can only click ground)(Lasts 1 min?) You haunt target's mind and anyone near that giving enemies To hit debuff, -Recharge and pulse of Fear aura every few seconds. Tier 3 [Spirit Insight] (Click) : You absorb some knowledge from defeated targets. Giving you and nearby allies +Perception, +To Hit and +Endurance discount. More enemy the more powerful buff up to 10 stacks. (Buffs have halved value if enemies are alive) Tier 4 [Ethereal Presence] (Toggle) You and nearby allies masks presence with spirit touch. Giving you and allies +Stealth, +Def (All), Resistance to Energy, Negative Energy, Cold, Fire, Psionic. And protection to Confuse, Fear, Immobilize. Tier 5 [Spirit Veil] (Click) You opened dimension between living world and spirit world for protection. Giving you and nearby allies +MaxHP +Regen and Resistance to Smash, Lethal, Psionic, Energy, Toxic. Tier 6 [Summon Spirit] [Toggle] You summon spirit from spirit world for help. This spirit is intangible and does only debuff your targets but has taunt aura. Enemies that attacking spirit is terrorized. Giving them To hit debuff. (Passive : To hit debuff aura with mag 3 fear that pulses every few seconds in melee range) Tier 7 [Ethereal Walk] [Click] Your insights into how spirit works giving you edge against living world. You and nearby allies has increased +Recharge +Movement Speed and +Defense to all. Tier 8 [Summon Ghost] [Click] You summon ghost from one of defeated enemies. Ghost is resistant to smash, lethal, negative energy, toxic, cold but vulnerable to energy, fire. (Ghost attacks : Spirit Punch : Minor energy/smash damage with knockdown/damage debuff) (Lingering Touch : Ghost touches living enemy. For 30 seconds after that if enemy is defeated, it automatically rises as ghost. For up to 10 ghosts may be active anytime. (Alive enemies only = Gives them 3 mag stun with regen/recovery debuff.) Tier 9 [Summon Wraith] [Click] You summon Vengeaful Wraith by sacrificing your ghosts. More ghosts you have before activating [Summon Wraith] the stronger the Wraith will become after summoning. (Wraith : Ethereal Grip : Minor to High Smash/Negative Energy damage with To hit debuff. Chance to hold.) (Lingering Touch: Same as ghosts.) (Fearsome Stare) (Dark Obliteration) (Passive : +Def to All and +movement speed. Resistance same as ghosts. (After Wraith dies it releases negative energy damage burst that terrorize nearby enemies.) (You can technically summon Wraith without ghost. But it is only stronger then normal ghost little bit.)
  7. Doppelgängers Basic Idea: A mastermind primary set that summons clones of enemies hit by its attacks. How it may work: The powerset contains 3 summon powers: Minion Doppelganger, Lieutenant Doppelganger, and Boss Doppelganger. Unlike other MM sets, these summon powers are ranged Single Target attacks. When these powers hit an enemy of the valid type, a doppelganger of that enemy will be summoned at the player's side as a pet. The power also stores the enemy's info for later. If these powers are used without an enemy target selected, they will instead use stored enemy info to summon a doppelganger pet but at a higher endurance cost. Doppelgangers have the same powers and appearance of the enemy they were cloned from but have their levels adjusted relative to the player's combat level. (-2 for minions, -1 for lts) If the enemy hit cannot be adjusted down to the appropriate level then a pet is not created and enemy info is not stored. This also applies to stored enemy info. This is to prevent low level or exemplared MMs from using high level pets that can't drop down to their level. The player can have up to 3 Minions, 2 Lieutenants, and 1 Boss depending on level like other MM sets. Summoning a new doppelganger will replace the oldest of the same type if already at maximum for that type. Minion Doppelganger has 3 different slots for storing enemy info while Lieutenant Doppelganger has 2. This is for storing a variety of different enemies to these powers. Boss only has 1. Each use of these powers will cycle through their slots one at a time. If on slot 1 when used, Minion Doppelganger will only summon or replace the enemy info of slot 1 then step to slot 2 for the next use. Doppelgangers will spawn behind the player without needing a target location, similar to the way Energy Font pets are summoned from the Controller's Overpowering Presence ATO. What about the other powers? The attack powers could be magic ranged attacks that use the Dark Blast or Energy Blast animations, something that would appear fitting in most factions for theme builds. The Equip powers would not grant new powers but instead be generic and permanent buffs to base stats for the doppelgangers, such as increased HP. Custom AE enemies? If the enemy storing system works then this could be an alternate way to have custom MM pets. Create your pets as enemies in AE, run a test mission, then store their enemy info by attacking them with the appropriate powers. This would also save the need to create a new costume/ability editor just for custom pets. Because of custom powers, AE pets will no doubt be broken and overpowered without limitations in place. Perhaps a filter could be added to prevent the use of AE enemies if their Experience Value is over 100% for the MM's combat level. This unfortunately may require frequent adjustments to the custom enemies when sidekicking or exemplaring. Will it be overpowered anyways? Yes. Somebody will inevitably find a really good combination of enemies to clone but I don't think it'll make the game less fun. It will be really entertaining to see what doppelganger teams people will come up with, or themed teams such as all Longbow or Family. There are also some really interesting enemies out there to consider like healers, enemies with summons of their own like Sky Raider Engineers, enemies that have on-death mechanics, or the Possessed Scientists that can cast Fortitude on allies. The game Path of Exile has a spell with a similar functionality called Summon Spectre, which summons a clone of a nearby dead enemy to fight by your side. These clones are stored to the ability like I described above so you can re-summon them if you disconnect or change zones. People have found really good and almost game-breaking combinations of spectres to use. It's quite fun to experiment with.
  8. I decided to take a stab at making a Control powerset that I’ve been tossing around in my head for a while. Manipulating insects was either going to be a Mastermind or Control powerset, but I eventually settled on the latter; I figured it made more sense to direct swarms that way, over having a small group of pets. It’s actually my first time doing something like this, so hopefully it impresses! I don’t have the best of heads for numbers in the game, but I do hope it turned out alright. Especially since this powerset in particular is very focused on numbers, as can be seen in the power breakdowns for each of them. I tried to keep the ‘feel’ of controlling insects throughout – overwhelming enemies through slow, persistent attrition; a game of gradually grinding at things. It sacrifices immediate control for the promise of eventually locking down the entire battlefield. Hopefully it shows through the different powers on display! Insect Control Power Table Power Level Effect Plague 1 Ranged, Moderate DoT (Lethal/Toxic), Foe Knockdown, -DMG Blight 1 Ranged, Moderate DoT (Lethal/Toxic), Foe Hold, -DMG Webbing 2 Ranged (Targeted AoE), Minor DoT (Lethal/Toxic), Foe Immobilize, -Fly, -DMG Swarm Cloud 6 Ranged (Targeted AoE), Foe -Range, -Perception Insect Cloak 8 Toggle: PBAoE, Team Stealth, +DEF(All) Bug Burst 12 PBAoE, Minor DMG (Lethal/Toxic), Foe Fear, -DMG Ground Crawlers 18 Ranged (Location AoE), Minor DoT (Lethal/Toxic), Foe Knockdown, -DMG Infestation 26 Ranged (Location AoE), Minor DoT (Lethal/Toxic), Foe Hold, -DMG Insect Colony 32 Summon Colonies: Melee, Minor DoT (Lethal/Toxic) Powers Blight Harasses a target with biting and stinging insects, leaving them helpless under the swarm while taking moderate Lethal damage. Multiple applications of Blight are required to incapacitate most enemies, but the target’s ability to deal damage will still be reduced. Damage Moderate Damage over Time (Lethal/Toxic) Recharge Fast (5s) Duration 78.22s Minimum Level 1 Effects Ranged Foe Hold (Mag 1), -10% DMG (12s) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Hold Duration Enhance Range Increase Attack Rate Set Categories Ranged Damage Holds Bug Burst Unleashes a disorienting cacophony of flies, locusts, and other winged insects around you, terrorizing and harming all enemies as they fend them off. Enemies that are unaffected still have their damage reduced from minor bites and stings. Damage Minor (Lethal/Toxic) Recharge Slow (40s) Duration 27.94s Minimum Level 12 Effects Point Blank Area of Effect Foe Fear (Mag 3), -10% DMG (12s) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Fear Duration Increase Attack Rate Set Categories PBAoE Damage Fear Ground Crawlers You cause insects to congregate across the ground, biting and pulling at foes that pass through this location, causing many of them to fall down in pain. The bites and toxins inflicted against them also reduces their ability to deal damage. Damage Minor Damage over Time (Lethal/Toxic) Recharge Long (90s) Duration 30s Minimum Level 18 Effects Ranged (Location Area of Effect) Foe Knockdown (Mag 0.67), -10% DMG Enhancements Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Enhance Range Increase Attack Rate Set Categories Targeted AoE Damage Knockback Infestation You command a cloud of biting and stinging insects to gather at a targeted location. Foes that pass through this location will take minor Lethal damage, and are left swarmed and helpless from numerous bites. Damage Minor Damage over Time (Lethal/Toxic) Recharge Long (150s) Duration 60s Minimum Level 26 Effects Ranged (Location Area of Effect) Foe Hold (Mag 2), -10% DMG Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Hold Duration Enhance Range Increase Attack Rate Set Categories Targeted AoE Damage Holds Insect Cloak A blanket of flying insects covers you and all nearby allies, making them more difficult to see. Additionally, you and your teammates are granted a minor bonus to your defense to all attacks. Insect Cloak cannot be used with any other self affecting Concealment type power. Recharge Slow (15s) Endurance 0.36/s Minimum Level 8 Effects Toggle: Point Blank Area of Effect Team Stealth (60ft.), +2.25% Defense (All) Enhancements Enhance Defense Buffs Reduce Endurance Cost Increase Attack Rate Set Categories Defense Insect Colony You command the surrounding insects to form into 3 autonomous colonies. Each colony will swarm a single foe, inhibiting their actions with toxin-laced bites and stings. They can be healed and buffed like any teammate. Damage Minor (Lethal/Toxic) Recharge Very Long (240s) Minimum Level 32 Effects Summon Colonies: Melee Colony Powers Fly (Auto: Flight) Sting (Melee, DoT (Lethal/Toxic), -Speed, -Recharge) Resistance (Auto, Res(S25 L25 T25), Res(Immobilize)) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Flight Speed Enhance Range Increase Attack Rate Set Categories Pet Damage Recharge Intensive Pets Plague Sends a swathe of bugs to overwhelm a target, dealing moderate Lethal and Toxic damage as they assault them. The pain from the bites may cause the target to fall to the ground. Additionally, the toxins from the bugs reduce the damage of the affected foe. Damage Moderate Damage over Time (Lethal/Toxic) Recharge Moderate (8s) Minimum Level 1 Effects Ranged Foe Knockdown (Mag 0.67), -10% DMG (12s) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Knockback Distance Enhance Range Increase Attack Rate Set Categories Knockback Ranged Damage Swarm Cloud Surrounds all foes near the target with flying insects, dramatically obscuring their vision. Affected targets will have their range and ability to see greatly reduced, but they will still be alerted to your presence if they are attacked. Recharge Slow (15s) Duration 60s Minimum Level 6 Effects Ranged (Targeted Area of Effect) Foe -90% Perception, -45% Range Enhancements Enhance Accuracy Reduce Endurance Cost Increase Attack Rate Set Categories None Webbing Orders nearby insects to cover a group of targets in silk, slime, and other secretions before attacking your now immobilized foes. Multiple applications of Webbing are required to immobilize most enemies. Damage Minor Damage over Time (Lethal/Toxic) Recharge Fast (5s) Duration 97.79s Minimum Level 2 Effects Ranged (Targeted Area of Effect) Foe Immobilize (Mag 1), -10% DMG (12s) Enhancements Enhance Accuracy Enhance Damage Reduce Endurance Cost Enhance Immobilization Duration Enhance Range Increase Attack Rate Set Categories Targeted AoE Damage Immobilize
  9. After much consideration, I'd like to suggest a powerset reskin for Assault Rifle. I know that plenty of players would like to play a power-armor character with versatile gadgets, and I think that redesigning Assault Rifle to work with unarmed animations (such as Energy Projection) could make for a sleek transition into power armor design. What're everyone's thoughts on this? Does it sound like a good idea, and is it feasible?
  10. I want to create a new alt scrapper (Or maybe brute, but we'll see, and the sets are nearly the same in broad strokes) However. I don't want a good build. I want a challenge. So, give me your worst combinations. Two stipulations: No psi melee, as it annoys me. No regen, as it annoys me. Go! Bonus points for why it's a terrible combination.
  11. So! for a time I've been thinking what blast powersets we have at our disposal and how the damage types are a little disproportionate. So far we have five powersets that use Energy Damage: (Energy, Sonic, Radiation, Electric, Beam Rifle) four that use Smashing Damage: (Energy, Sonic, Ice, Water) four that use Lethal Damage (Assault Rifle, Archery, Dual Pistols, Ice) four that use Fire Damage (Fire, Water, Assault Rifle, Dual Pistols) three that use Cold Damage (Ice, Water, Dual Pistols) and only one each for Negative, Psychic and Toxic damage (Dark, Psychic, Dual Pistols). Now, since Psychic damage is supposed to be 'rare and exotic' so I can excuse that, it seems odd that Negative damage doesn't have many other powersets with access to it, especially blast powersets. I know that Toxic damage is supposed to be more rare than Psychic damage, but since the only way of accessing it is via the Ammo Swap power in Dual Pistols I think it could potentially be explored elsewhere. So, I decided to kill two birds with one stone and come up with a powerset that is focused on delivering both Dark damage and Toxic damage; Blight Blast. This powerset is designed specifically to utilise those two damage types, and pairs well with many other powersets to help conceptualise and explore different themes; Pair it with Poison or Ninja Training to focus on delivering deadly poisons. pair it with Bio Armor to make a putrid monstorsity, or maybe pair it with Nature Affinity or Plant Manipulation to send spores and natural toxins to your foes! You could even pair it with anything like Radiation or Dark to make all sorts of concepts! I think we have plenty in the way of existing assets that can be drawn from Poison, Radiation, Bio and Plant based powersets to amalgamate into a putrid looking FX theme, as well as a plethora of attack animations that could easily be used along with them. Blight Blast You are capable of withering away your foes with blasts of necrotic blight. Blight Blast focuses on delivering a mixture of Negative damage and Toxic damage as you wither away your enemies. Enemies subject to multiple attacks may become Blighted, and may spread this blight to their nearby allies, lowering their regeneration rate and healing received. - Putrid Bolt: (Ranged, Light Negative, Minor Toxic DoT) A quick blast of putrid essence, with a low chance of Blighting your target. - Atrophic Blast: (Ranged, Moderate Negative, Light Toxic DoT) A more powerful blast of atrophic rot, with a higher chance of Blighting your target. - Infection: (Ranged Chain, Moderate Negative/Toxic DoT) You release a deadly infection that chains between targets and deals good damage over time, but also can transfer Blight from one target to another. - Incubate: (Self +ToHit, +Special) Greatly increases your chance to hit of your attacks for a few seconds, and also increases the chances of attacks inflicting or spreading Blight. - Necrotic Lance: (Sniper Superior Negative, High Toxic DoT) An extremely long and accurate strike that creates a withering necrosis on your foe, devouring them with extreme damage over time. This power has a guaranteed chance of Blighting your target if this power is used as a sniper attack. Even if activated in combat, this power has a high chance of Blighting your target. - Miasma: (Targeted AoE, Sleep, Special) You create a cloud of petulant fumes that blankets a targeted area. Foes caught in the miasma may fall extremely ill and begin choking on the fumes, and have a higher chance of spreading Blight to other foes - Enervate: (Close, High Negative/Toxic DoT) You deliver a bolt of enervating toxin that greatly harms your foe, and has a high chance of Blighting your target. - Parasitic Drain (Ranged, Medium Negative/Toxic DoT, Self +Heal over Time) You infect your foe with a parasitic toxin, transferring their life essence to yourself to mend your wounds. If used on a blighted target, the healing you receive is greatly improved. - Virulence: (PBAoE, Extreme DoT Negative/Toxic, Hold) you unleash a deadly virulent shroud around yourself, spreading to all foes in a large area. Foes affected suffer extreme damage over time, and may become overcome by a foul sickness that has a chance to hold them and spread Blight to nearby allies.
  12. 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.
  13. This would be a totally new AT, with an attack set couple with a defence secondary, based on the DE mob types in game. A LOT of the praetorian and incarnate story follows Hamidon and the DE, and they basically overrun Prae Earth. And are clearly gonna come here next. Looking into the existing Lore, specifically that of Pyriss, a poor hero who was given up to the DE and devoured, but still has some degree of autonomy. Going by this, I think it is totally feasible that a super powered person, particular with Incarnate powers, somehow wins back control on their body and mind, albeit having to exist is a reshaped state. Once you go Tree you never go back. Or whatever. The AT on a whole would sorta play like a Sentinal (attack/def) but with more controlling and team buff powers too, and some evolution mechanics, with the Attack set being influence by Evolution, in the secondary. Using the DE creatures and their animations would (maybe) make the set up and animations easier. Feasibility: 7 (a lot of teh models and animations are already there) Niche: 5 (we already have sentinels and khleds) Interest: 7 (could be super fun, but not much need to make multiple ones) Primary. Each attack has a changing damage type and effect based on Evolution. Changes from smashing/toxic/stun, lethal/toxic/slow, energy/toxic/to hit debuff. Fire/toxic/small –res. Devouring Earth Tier 1 - Sting Moderate damage ranged attack. Tier 2 – Assault. High damage ranged attack. Tier 3 – Barrage. Moderate damage cone. Wide arc, medium range. Tier 4 – Morphing Strike. High damage melee. Changes from smashing/toxic/stun, lethal/toxic/slow, energy/toxic/to hit debuff. Fire/toxic/small -res Tier 5 – Commune. +Regen/to hit/damage, extra toxic damage. Tier 6 – Devour. Superior ranged, foe hold/stun Tier 7 – Spore Cloud. Aoe Mez Tier 8 – Hamidon’s Fury. Extreme damage ST melee. Tier 9 – Devestation. Superior damage PBAoe. Devoured Earth Tier 1 – Evolution. Must have. Lets you toggle between Thorn, Boulder and Quartz forms, each influencing the attacks. Thorn is lethal/tox slow (think spine/thorn attacks), Boulder is smashing/tox/stuns (thing earth melee/assault) and Quartz is energy/toxi/to hit buff (think quartz attacks). The animations would change, with the aoe mez before like spore burst/staligitites or Flash, same for the single target mez (stone prison, will dom, blind). Tier 2 – Earth’s Embrace. Auto. +hp, regen, recovery, resist regen, slow (almost max) +resist to all. Tier 3 – Shield of Hamidom. Toggle. +Resist/Def, resist slow. Tier 4 – One with the Hamidon. Toggle. Mez protection, all but Fear and repel. +regen, resist - regen, -to hit. Tier 5 – Emination. Place a DE emitter on the ground. Quarry gives a Cairn (+resist, minor hp), Thorn gives Tree of Life (+regen, recovery), Quartz gives +acc/def. Tier 6 – Blessing of the Hamidon. Click. Self Heal. Extra effect based on Evolution. Quarry gets +hp, Thorn gets +regen and recovery (living tree) and Quartz gets +def and acc. Tier 7 – Devouring. Aoe debuff, -res, -regen, -to hit. Tier 8 – Undying Earth. Self Rez. Can also be used as a Click based Heal, for 70%, giving a large +res/def bonus and regen. Tier 9 – Hamidon’s Avatar. Become one with the Hamidon. +resist, regen, damage, periodic aoe heal pulse.
  14. Assault Assault is a powerset currently only available to Dominators that combines ranged and melee attacks. This thread is designed as a compilation of proposed Assault powersets. I will do my best to go through the entire forum to find all Assault powersets, however if I do miss one (or not describe one as you like) let me know. Water Assault (19.06.10.07.17.01): Porting Water Blast to assault with some melee. Not really flushed out. Infernal Assault (19.07.09.14.23.01): Whips and hell unleashed. Assault Rifle/Beam Rifle Assault (19.07.13.06.34.01): Combining Assault/Beam Rifle attacks with melee attacks using the butt of the rifle. Rifle Assault (19.07.21.09.26.04): That rifle has two ends donchaknow... Shotgun Assault (19.07.27.03.34.01): Hanging out the passenger side of your best friends ride, trying to holler at me... I mean, shotgun-based attack set. What's your power? Gun (19.07.28.14.00.01): Another take on the Assault Rifle, a little more on the ranged end, and no using the butt... Bio Assault (19.08.02.00.36.01): Simply disgusting. Street Assault (19.08.02.11.57.01): Street Justice Melee combined with metal chain attacks. Gun Fu (19.08.02.11.57.02): Street Justice Melee combined with Dual Pistols. Kinetic Assault (19.08.10.22.52.01): Kinetic Melee with a dabble of range. Rock Blast Assault (19.08.13.11.09.02): An assault set from the Age of Aquarius. Unfortunately the Sandman has yet to Enter (no sleep?)... Vampiric Assault (19.08.18.06.35.02): A set you can really sink your teeth into. Hellfire Assault (19.08.30.10.44.01): Whips and hellfire. Bladestorm (19.09.09.22.32.01): Anime-style ninja mastery to almost comic proportions. Ranger Assault (19.09.15..6.37.01): Arrows and swords. Beam Assault (19.10.08.11.34.01): A sword that shoots lasers. Dual Gunblade Assault (19.10.10.19.15.01): Dual blades + Dual Pistols = Quadruple Deadliness! Weaponized Assault (19.11.03.16.13.01): Guns and swords. 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: FF2288 is the color I am using for assault.
  15. Ranged Ranged is a powerset currently available to Blasters, Defenders, Sentinels, and Corruptors that uses ranged attacks. This thread is designed as a compilation of proposed Ranged powersets. I will do my best to go through the entire forum to find all Ranged powersets, however if I do miss one (or not describe one as you like) let me know. Rock Blast (2019.08.13.11.09.01): It is all about the Power of Rock!!! Vorpal Blast (2019.08.19.10.39.01): I know, Vorpal means extremely sharp, but in CoH it means teleportation attacks! Power Armor (2019.10.07.17.57.01): "I build neat stuff, got a great girl, occasionally save the world. So why can't I sleep?" 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: FF2222 is the color I am using for Ranged. Note: Have currently reviewed up to August, will continue later.
  16. 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. -----
  17. So here are the ideas i had floating in my head. Power pool/powersets Munitions power pool: This power pool would be for those that want more types of weapons other then only a rifle or handguns or want just one handgun rather then dual. some ideas for what would be in this powerpool. Chaingun burst and fullauto fire. Single handgun hip fire and aim fire. Rifle butt and pistol whip. Bayonet stab. Flamethrower attacks. Grenades with many types of effects. Elemental ammo types for weapons. And lastly maybe some rocket launcher weapon attacks or some energy weapon attacks or even some armor types as well. So this would be kinda like the damage version of traps. I don't know if it would work seeing how buggy the rifle and the trick bow are when they are used in the same build. Next on the list is a powerarmor powerset: So this one would be kinda an ironman/warmachine type of pure range dps/tank. Most the powers in this set would be made up of mostly the powers that robots or mechs have meaning it will be using weapons built into the suit it's self and will have armor types that guard you from most damage types. Also jetboots. And now for the last idea. A pet/Minion power pool for some one that wants to have Minions but does not want to start as a mastermind, these could also give some use to some of the generic army npc's. It would be neat to see some one with PPD minions or something like that. So let me know what all you think about these ideas.
  18. So this concept basically combines ranged attacks from beam rifle with modified attacks from the katana melee set. The difference here is that the katana attacks would deal lethal and energy damage, and also benefit from the disintegration effect of beam rifle. 1. Single shot 2. Sting of the wasp 3. Disintegrate 4. Flashing steel 5. Charged up - Basically, a build-up like power, except it gives your melee attacks a 100% chance to apply the disintegration effect. 6. The lotus drops 7. Cutting beam 8. Penetrating ray 9. Lancer shot I'd love to hear your thoughts & feedback. Thanks!
  19. Alright, I was in the other recent Assault suggestion, and I was thinking about how handedness would make it difficult to do a left-handed sword and a right-handed pistol (having the sword in the right makes porting single-handed attacks much easier, and pistol attacks could be ported from dual pistols (although it may look silly with a sword pointing upward in one hand). Then I thought about the Wilkes - South Seas Expedition... they used pistol swords in their skirmishes with Fijians. So I thought, we have dual blade, we have dual pistol... why not do both at the same time. We could start off with using the Diamondback as a stand-in (with a rotated version ported as a sword skin. If it worked out well, more skins could be added either based on current weapons or newly made. What would it look like though? Dual Blades, Dual Pistols, Devices Name Animation Level Description Pistols Pistols 1 Ranged, Minor Damage (Lethal), -Defense Ablating Strikes Ablating Strikes 2 Melee, Moderate Damage (Lethal), Foe -Defense Bullet Rain Bullet Rain 4 Ranged (Targeted AoE), Moderate Damage (Lethal), Knockback Blinding Feint Blinding Feint 10 Melee, Moderate Damage (Lethal) Self +Damage +To-Hit Suppressive Fire Suppressive Fire 16 Ranged, Minor Damage (Lethal), Foe Disorient Stealth Gear Cloaking Device 20 Toggle: Self Stealth, +Defense (All), +Special Piercing Rounds Piercing Rounds 28 Narrow Ranged (Cone), High Damage (Lethal), Foes -Res(All) Sweeping Strikes Sweeping Strikes 35 Melee (Cone), Superior Damage (Lethal) Hail of Bullets Hail of Bullets 38 PBAoE, Superior DMG(Lethal), +Defense(Ranged/Melee/AoE), Foe Knockdown This provides a fast-paced offense-oriented Assault set with a nice touch of defense in there to make things interesting. Thoughts?
  20. Simply put, this is a control set that utilizes specialized arrowheads in order to dominate the battlefield. The powers are thus: 1. Anchoring Arrow - You fire a specialized arrow that wraps your enemy's feet in strong steel cables and buries itself into the ground, thereby immobilizing them and dealing minor smashing damage. 2. Taser Arrow - You fire an arrow with a specialized stun module attached, which deals moderate energy damage to your enemy and holds them. 3. Fistful of Anchoring Arrows - Cone immobilize, similar to the 1st power. 4. Flashbang Arrow - You launch an arrow with a flashbang attached, which deals some initial smashing and energy damage, and disorients foes in a targeted AoE. 5. Neural Inhibitor Arrow - You launch an arrow with a specialized device attached, which interrupts your targets' mental processes in a small AoE, thereby confusing them. 6. Neural Amplifier Arrow - You launch an arrow at a targeted location which emits a beneficial field, thereby improving the regeneration and recovery of you or any friendly players that stand within its AoE. 7. Dampening Field Arrow - You launch an arrow with a special device attached, which drains the abilities of any enemy that stand within its AoE, thereby reducing their damage, attack rate, regeneration, and possibly even putting them to sleep. 8. Cryogenic Field Generator Arrow - You launch an arrow at the targeted location, which pulses with intense cryogenic energy, thereby encasing any enemies that pass by in ice. Targeted AoE hold, moderate cold damage. 9. Gravitic Inversion Arrow - You loose an experimental gravity-reversing arrow at a targeted location, which pulse intermittently, thereby knocking enemies who get too close high into the air. Deals moderate smashing damage. Please let me know what you think. Thanks for reading!
  21. I had to much time on my hands at work one night and got to thinking about powersets and the podcast I was listening to was talking about pro wrestling. After doing very little research I had some ideas for a scrapper, brute primary and a tanker secondary. The idea is out of my head, I leave it to people smarter than me to refine if they want or let it die on the vine here. Level 1 Eye Poke Low damage(dot) blindness Low endurance Level 2 Slap Low damage, Knockdown, Low endurance Level 3 Leg Sweep Moderate damage, Knockdown, Moderate endurance Level 4 Pumped Up +dmg res, +movement, +dmg Moderate endurance, Long Cooldown Level 5 Elbow High damage, Knockdown, +Stun Moderate endurance Level 6 Clothesline Charge attack, high damage, Knockdown Moderate endurance Level 7 Call-Out Taunt Level 8 Crossbody Charge attack, Cone, Moderate damage, Knockdown Moderate endurance Level 9 Piledriver High damage, Knockdown, +Stun High endurance
  22. Concept: using highly technologically advanced armored suit, a hero (or villain) can withstand enemy attacks. This powerset is available for Tankers, Brutes, Stalkers and Scrappers and Sentinels. This powerset is based primarily on Resistance. Its unique mechanic is that its power "Dynamic Armoring" provides 3 toggles, only one of which can be run at a time. One of specific Toggles gives extra resistance to certain combination of damage input (but its value is pretty big, like 40%), so player has to choose what resists they want more while running certain content. Due to its theme "technology" its weakness is Negative Energy Damage, because NE has magical, not scientific, origin (in a manner of how Psionic is Invulnerability's weakness, Cold - Rad Armor weakness, Toxic - ELA weakness). So, there are the powers: T1: Armored Plating (AUTO) Reinforced armor of your suit protects you from Physical damage, and also gives some minimal Knock protection. This power is always on and costs no endurance. +Smashing Damage Resistance. +Lethal Damage Resistance. +Knockback Protection. +Knockup Protection. Accepts enhancements: Resist Damage, Resistance IO sets. T2: Dynamic Armoring Grants you 3 toggles (similar to Bio Armor or Dual Pistols). These toggles grant Accepts enhancements: Resist Damage, End Cost, Recharge, Resistance IO sets. T2.1: Armor Boost (TOGGLE) While toggled on - it significantly boost your resistance against Physical damage. It also resists Defense Debuffing effects. Can't be used in conjunction with Insulation Boost and Fortitude Boost. +Smashing Damage Resistance. (About +40% for Tanker and it can be enhanced) +Lethal Damage Resistance. (About +40% for Tanker and it can be enhanced) +Defense Debuff Resistance. T2.2: Insulation Boost (TOGGLE) While toggled on - it significantly boost your resistance against Temperature and Energy-based damage types. Can't be used in conjunction with Armor Boost and Fortitude Boost. +Fire Damage Resistance. (About +40% for Tanker and it can be enhanced) +Cold Damage Resistance. (About +40% for Tanker and it can be enhanced) +Energy Damage Resistance. (About +40% for Tanker and it can be enhanced) T2.3: Fortitude Boost (TOGGLE) While toggled on - this special modified life support system wards you against incoming biology-based threats. It increases Resistance against Toxic and Psionic damage, as well as Recharge Speed Debuffs. Can't be used in conjunction with Armor Boost and Insulation Boost. +Toxic Damage Resistance. (About +40% for Tanker and it can be enhanced) +Psionic Damage Resistance. (About +40% for Tanker and it can be enhanced) +Recharge Speed Debuff Resistance. T3: Insulated Plating (AUTO) Layers of specific materials can be made to reduce damage dealt by temperature effects, as well as somewhat reduce Energy Damage. It also protects you from immobilization effects. This power is always on and costs no endurance. +Fire Damage Resistance. +Cold Damage Resistance. +Energy Damage Resistance. (very little) +Immobilize Protection Accepts enhancements: Resist Damage, Resistance IO sets. T4: Reactive Shield (TOGGLE) Projects around you a defensive barrier that increases your Defense against Smashing, Lethal, Energy and Psionic Damage, grants Defense Debuff Resistance. All nearby enemies have very little (1% or less) chance to be Knocked Down. This is aura that taunts enemies if you're a Tanker or Brute. +Smashing Defense. +Lethal Defense. +Energy Defense. +Psionic Defense. +Defense Debuff Resistance. For enemies PBAoE, 10 ft, 10 max. +1% chance to Knockdown per tick. +400% taunt (only for Tankers/Brutes). Accepts enhancements: Defense, End Cost, Recharge, Defense IO sets. T5: Resistive Plating (AUTO) Your armored suit has been modified to resist electricity and other forms of energy. It reduces incoming Energy Damage, Endurance and Recovery effects, on a very little degree - Negative Energy Damage. This power is always on and costs no endurance. +Energy Damage Resistance. +Negative Energy Damage Resistance. (very little) +Resistance to Endurance Modification (86.50% for Tanker at lvl 50) +Resistance to Recovery Modification (86.50% for Tanker at lvl 50) Accepts enhancements: Resist Damage, Resistance IO sets. T6: Stimulant Delivery (TOGGLE) Your armor has built-in life support system that constantly monitors the state of your health and counters any dangers to it. While toggled on it gives your protection against Hold, Sleep, Stun, Terrorize and Confuse effects, boosts your Regeneration Rate, protects from Toxic and Psionic Damage. +Hold Protection. +Sleep Protection. +Stun Protection. +Terrorize Protection. +Confuse Protection. +Regeneration Rate. +Toxic Damage Resistance. +Psionic Damage Resistance. Accepts enhancements: Resist Damage, Healing, End Cost, Recharge, Resistance IO sets, Healing IO sets. T7: Reconstruction (CLICK) Your armor has nanotechnological self-repair system that can be used to forcibly repair it even on battlefield! This will rapidly heal you over time, restore endurance, while also empowering your resistance against all damage types except Negative Energy for first seconds of the effect. +Rapid HoT Effect (like how Sonic Attack Scream rapidly deals damage). +Rapid Endurance over Time effect. +Smashing Resistance. +Lethal Resistance. +Fire Damage Resistance. +Cold Damage Resistance. +Energy Resistance. +Toxic Damage Resistance. +Psionic Damage Resistance. Accepts enhancements: Resist Damage, Healing, End Mod, End Cost, Recharge, Resistance IO sets, Healing IO sets, Endurance Mod IO sets. T8: Jet Charge (CLICK/AUTO) Utilize built-in jetpack to close distance between you and your foes. This will deal Smashing damage to foes near targeted location and knock them down. Additionally taking this power automatically grants you high protection to Repel, and Knock/Repel Resistance effects, and Speed Debuff Resistance. Click: +Self Teleport to Targeted Location. +Smashing AoE to Targeted Location. +High chance to Knockdown foes. Auto: +Repel Protection. +10000% Knockback Resistance. +10000% Knockup Resistance. +10000% Repel Resistance. +Jump, Fly, Run Speed Resistance. Accepts enhancements: Damage, Accuracy, End Cost, Recharge, Targeted AoE Damage sets T9: Overclock (CLICK) Power up your armor systems to dangerously unstable level, including shields and weapon systems, which will increase your Defense against all types except Negative Energy and give Defense Debuff resistance. This increases your overall damage dealt. You rapidly recover Endurance. Your armor also emits radiation in all directions, reducing Defense and ToHit Chance of nearby enemies and taunting them. When effect of this power wears off, your Recovery and Regeneration rates will be halted for a while. Cooldown - 8 minutes. Self: +Smashing Defense for 1 min. +Lethal Defense for 1 min. +Fire Defense for 1 min. +Cold Defense for 1 min. +Energy Defense for 1 min. +Psionic Defense for 1 min. +Defense Debuff Resistance (very high) +Damage for 1 min +100% Endurance +Recovery for 1 min -2000% Recovery Rate after 1 min for 15 s -2000% Regeneration Rate after 1 min for 15 s Enemies: PBAoE 16 targets max: -Defense -ToHit +400% taunt (only for Tankers/Brutes). Accepts enhancements: Defense, End Cost, Recharge, Defense Debuff, ToHit Debuff, Endurance Modification, Defense IO sets, Defense Debuff IO sets, ToHit Debuff IO sets, EndMod IO sets. *for Stalker version Insulated Plating receives same Energy Resistance as Resistive Plating and Resistance to Recovery & Endurance Modification (not that powerful as Tanker's version). Resistive Plating is replaced with "Stealth Mode", that works in a manner of "Hide". "Stealth Mode" is T1, Armored Plating - T3, Insulated Plating - T5. **For Overclock PBAoE - it seems game engine doesn't support lingering buffs that affect everyone around you, except that is toggle power. There are 2 solutions. 1st simple - make Overclock produce wide PBAoE on activation, that hangs Defense & ToHit debuffs at enemies, is autohit as well. 2nd - make Overclock grant power in a manner Contamination effect of Radiation Melee does that would autocast -DEF -TOHIT at enemies near owner. ***Names may be not final.
  23. Omen1121 on a discord I'm in helped make this. Shotgun Power Pool: SlugBuckshotBean Bag Pummel Frag Grenade (Not thrown think shot from the shotgun like 5th Column/Council or Arachnos)Swap Ammo (Flechette, Incendiary, Cryo. Kinda like the pistol but instead of Chemical its Flechette)Flechette rounds: More Lethal Damage, But a more narrow AOE cone, Forgot to add a bit more range as well..Slam Fire (Cone AoE): Damage (Moderate) Recharge (Slow) Note: The secondary ammo will have certain effects. Flechette will deal more damage and inflict a bleed, Incendiary will apply an DoT, Cryo will slow movement and Knockback.Armor shred: usable with flechette rounds: blast the target and nearby enemies in a small cone with an armor shredding round, causing def down on top of bleeding. If used within 5 feet of the target primary target has a chance to be stunned.Cyro jet round: (Targeted aoe) (Moderate) load and fire a Cyro jet round, causing damage to the target and any enemies near them. Ammo changes: flechette will fire a fragmentation round, causing less damage to the target but applying bleed and affecting a wider area. Incendiary will cause a fire patch at the targets location, applying minor dots to any inside or entering the area. Cryo will freeze the target with a chance to freeze nearby enemies. Enemies caught in the blast of the cryo round who aren’t frozen will be slowed.Variable Shot: Use currently loaded ammo for a variable shot. This ability changes based on currently loaded ammo. Cannot be used immediately after swap ammo or variable shot. Becomes Dragon Shot when loaded with incendiary ammo, causing a cone aoe blast of fire causing high damage and moderate dot to all within its cone. Becomes Blast shot with flechette ammo, causing the target and those near it moderate damage and moderate dot, with a chance to disorient. Becomes Nitrogen Shot with cryo ammo, causing the target and those nearby to have drastically slower attack and movement speed, those already affected by a cryo slow also have a chance to be frozen, but deals lower damage than other variable shots.Speed loader: your experience fighting with shotguns has sped up your ability to load and fire thanks to muscle memory. Passively increases recharge and attack speed, can be activated to forgo this increase for the moderate cooldown but reloads all currently spent rounds. Feel Free to add any other ideas to this!
  24. So I'm kind of in love with archery ATM, so I was thinking of ways to incorporate it into other ATs. To that end, I present "Ranger Assault", (basically a combination of archery and broadsword attacks): 1. Snap shot 2. Slash (I believe this is actually the faster recharging of the initial BS attacks) 3. Aimed shot 4. Slice (I'm debating putting Parry here, if you don't think it'd be too overpowering). 5. Build up 6. Whirling sword 7. Explosive arrow 8. Ranged shot 9. Hawk's Insight - This would be a slight modification of the Tactical Arrow power "Eagle Eye" - in addition to the recovery, regen, and acc buff, it'd also grant a small buff to your powers' secondary effects. Now, I realize that this set could be a nightmare with the redraws, but if you were to include a 'no redraw' option, then it could work quite well. Please let me know what you think. Thanks!
  25. Based on discussions about porting Whip, I thought I would flesh out what Infernal Assault (A Secondary Powerset for Doms) would actually look like. I went through and examined all current assault sets, did an analysis of what appears within the sets, and then used Demon Summoning, Fiery Melee, and Fire Manipulation as the basis for the available powers. The six attacks that were considered core were to be the whip and fire sword attacks. So, this is my proposed set, with no new powers. Corruption 1 Ranged, Minor DMG(Fire), Foe DoT(Toxic), -Res Fire Sword 2 Melee, Moderate Damage(Fire/Lethal) Lash 4 Close, High DMG(Fire), Foe -Res, Knockdown, Minor DoT(Toxic) Crack Whip 10 Short Ranged (Cone), High DMG(Fire), Foe -Res, Knockdown, DoT(Toxic) Envenomed Blades 16 Self +Toxic Damage on all attacks Cauterizing Aura 20 Toggle: Point Blank Area of Effect, Minor Damage over Time(Fire), Self +Heal over Time, +Recovery Fire Sword Circle 28 Point Blank Area of Effect Melee, Moderate Damage(Fire/Lethal) Hell on Earth 35 Ranged, Pet +Dmg, +To Hit, Summon Living Hellfire *[see comments] Greater Fire Sword 38 Melee, Superior Damage(Fire/Lethal) Possible changes I would like to see: Consider changing lash to an immobilize and crack whip to a stun [more appropriate for the powers] Consider changing Fire in Sword, change fire in attack titles to Hellfire, also replacing the Fire DoT with -res and Fire/Tox DoT [bring in line with whip] Consider changing Envenomed Blades, change name to Hellfire's Wrath, change Tox damage to a Fire/Tox DoT [more interesting and thematic] Consider changing Cauterizing Aura, change name to Fueling Flames, and changing Fire DoT to Fire/Tox DoT [bring in line with the set] Consider changing Hell on Earth, change name to Summon Hellfire, change from enchant pet to close targeted AoE (patch) with Fire/Tox DoT [Make functional for the set] --Amended the Post Subject
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