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Found 26 results

  1. 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.
  2. 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.
  3. 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. -----
  4. 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.
  5. 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!
  6. 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.
  7. 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?
  8. 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!
  9. 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
  10. 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.
  11. Omen1121 on a discord I'm in helped make this. Shotgun Power Pool: SlugBuckshotBean BagSwap 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.Net Shot: (AoE Hold) (Minor) Load and fire a net shot that holds any enemy caught within the net. Flechette and Incendiary will apply a DoT of either fire or bleed while cryo can extend the hold duration.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.
  12. 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!
  13. 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
  14. So after some pondering and some great feedback here, I present to you my concept for 'Gravitic Armor'. This armor set makes use of an effect called "event horizon"; Certain powers will inflict this effect, while others make use of it in different ways. 1. Hyperdensity: Auto, grants minor resistance to all damage types except psionic, as well as some protection against slows. 2. Point of no return: Toggle, minor negative energy damage, minor taunt effect, and applies "event horizon" to nearby enemies. 3. Graviton barrier: Toggle, grants a base moderate damage resist buff vs smashing & lethal + a small bonus amount for every enemy within 10' or so, who is affected by "event horizon". 4. Point singularity: Toggle, grants protection to Disorient, Hold, Sleep, Immobilize, Repel, Knockback, Teleport, as well as a minor HoT for every enemy within 10' affected by "event horizon". 5. Gravitic lensing: Auto, grants minor defense to all, (except psionic), and an extra amount of DEF for every enemy within 10' affected by "event horizon". 6. Gravitic collapse: Click power, provides a minor heal, amount of endurance, and a temporary defense buff, for every enemy within 10' affected by "event horizon". Consumes "event horizon" from all such targets. 7. Gravitic distortion: (This one may be tricky) Ally-targeted click power, applies a stealth effect to an ally and wipes them of threat. 8. Einstein–Rosen bridge: Click power, you perform a short range teleport, causing heavy negative energy damage and stunning enemies in an AoE around where you appear. Consumes "event horizon" for added damage. 9. Big crunch: (Another tricky one to pull off) - Summons a micro-wormhole behind all nearby enemies that are affected by "event horizon", which rapidly collapse, knocking them inward toward you. Deals high negative energy damage and consumes event horizon. Thoughts? Feedback? Thanks!
  15. So I've really come to enjoy playing my various gravity control controllers and dominators, and think that the set could be adapted for use by melee characters. Here is that attempt: The set would feature a special effect called "gravity well". Gravity well is a short lived immobilization effect that also causes targets affected by it to take more damage from other gravitic melee powers. A target can only have 1 stack of "gravity well" on them, (I'm debating whether this should be allowed to stack, so you could immobilize bosses, EBs, or even EVs). 1. Gravitic jab - minor smashing damage, fast recharge, minor chance to apply gravity well 2. Gravitic smash - moderate smashing damage, moderate recharge, greater chance to apply gravity well 3. Gravity wave - You swing your arm in a wide arc, trailing along gravitic energy which afflicts all in a 120 degree arc with moderate smashing damage and the gravity well effect. 4. Gravitic empowerment - applies a tohit and damage buff to you, and inflict gravity well on all enemies in a small PBAoE. 5. Gravitic slingshot - You use your fine control over gravity to rapidly spin yourself, damaging all enemies in a PBAoE. Moderate smashing damage and a moderate chance to apply gravity well on all targets. 6. Taunt/Confront 7. Gravity pulse - you create a micro-singularity behind your target, which rapidly collapse and emanates a shockwave, knocking them toward you. Moderate AoE damage & recharge. [I imagine this as creating a pseudopet behind your target, which detonates and causes a knockback effect, thereby knocking them toward you] 8. Singularity strike - you generate a micro-black hole in your hand, and rapidly thrust it into your target's abdomen, dealing heavy smashing damage. If the target is already affected by gravity well, their regeneration is significantly debuffed and emit a small AoE that deals energy damage. This consumes the gravity well debuff. 9. Gravitic collapse - This relies upon the same "pseudopet" effect as Gravity pulse, only it creates several of them in a circle around you, knocking all targets back toward you. I'd appreciate your thoughts & feedback. Thanks!
  16. This would undoubtedly require a lot of work, but I think it could add a new dimension to the game. My initial inspiration for this idea came from how Sentinels have blast sets that are slightly rearranged from what other ATs get. To this end, what if there were several options for each set made available to us, with powers and their related stats, being adjusted to account for the new order. For instance, maybe I want to get speed boost a lot earlier on my /kin corruptor. OK, well then its end cost, recharge, or overall buff may be modified to account for that. What if my mastermind wants the assault bot sooner - it'll be weaker than its original counterpart or otherwise adjusted. Your thoughts? Thanks!
  17. So I've been doing some reading up on the Malta Operatives, Knives of Artemis, and Vahzilok, and thought it'd be cool if we had a tech/science-y control primary for controllers and dominators. I'm drawing from several different sources here, but please give me any feedback you may have. Thanks! 1. Immobilizing dart - single target immobilize, similar to the one from the blaster ninjitsu secondary. Minor toxic DoT, also imparts a speed, recharge, and regen debuff, with a small chance to put the target to sleep. 2. Taser dart - single target hold. Does moderate energy damage and drains some endurance. 3. Toxic dart barrage - cone immobilize, dealing toxic DoT, debuffs speed, recharge and regen. 4. Hallucinogen dart - single target confuse 5. Flashbang dart - ranged aoe disorient, also debuffs defense and tohit. Minor smashing damage. 6. Corrosive dart barrage - targeted AoE that creates a field/puddle on the ground. Enemies passing over it are slowed, take moderate toxic DoT, and have their damage resistance debuffed. 7. Sapping gauntlet - basically, this would be similar to life drain from dark blast, only it drains a target of a small amount health and energy, and restores it to you. The enemy would be held while this is in effect. 8. Paralytic dart barrage - cone hold, deals moderate toxic damage, debuffs movement, recharge, and regen. 9. Summon gun drone - as per the devices power.
  18. SUGGESTIONS AND IDEAS FROM EXISTING ASSETS: Pest Supremacy [Control Set] -Toxic Web Spitter [ like web grenade immob, minor tox dmg, arachnoid power] -Cocoon [Hold, -def] [arachnoid power] -Killer Bees[Beast Mastery call Swarm, Ranged ST Slow + moderate dot, +flies aura] -Wide Area Web Trap [like wide area web grenade, AoE immob, slow, arachnoid power] -Sleep Powder [Cone, Sleep, vfx Choking powder + Butterfly Aura on Target] -Spiders [Fear Patch, summons a dozen vanity spiders in area] -Hive Mind [3 temporary pets, Summons Swarms[DE minions]] -Stinger Burst [Cone Hold, fx like fling metal thorns + poison hold, no dmg] -Mutated Spider [Summons Arachnoid pet] ] WILD Blast [Blast Set] -call swarm Ranged, Light DoT(Lethal), Foe -Defense, -Speed -call hawk Ranged, High DMG (Lethal), Foe -To Hit, Knockdown, -Fly -call ravens Ranged (Cone), Moderate DoT(Lethal), Foe -Speed, -Defense, -Fly -Rending Fury PBAoE, Moderate DoT (Energy), Foe -DEF (All) -aim [beast mastery buff fx] -murder of crows[murder of crows costume change fx] Ranged, High DoT(Lethal), Foe Fear, -To Hit -call panther[panther appears, does scratch, disappears] Sniper, Extreme DMG(Lethal)[hardest attack to make for this set] -Pheremone Burst[spore burst explosion fx, dot is butterfl+roach aura on target] TAoE, Moderate DoT (Toxic), Foe -DEF (All) -Summon Snakes [summons uncontrollable 5 snakes for 10s [think Phantom Army]] Wind Control Set [As Is] ---- Placeholder Animation / Suggested Animation: [images of existing powers on other thread.] Updraft [ST knockup] ----- crush / ice armor whirlwind fx for each armor, minus the armor / Gale Up Downdraft [ST Hold] ----- block of ice / terrible howl [direworlf power] centered on target / Gale Down Breathless [T AoE Immob] -----frost bite / chilling howl [direwolf power] + time manip heal 'rings' as immobfx / Shadowfield base white 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 [for this power, def copy what coxg did :P] looks great Pet Powers: Blast of Debris [ST Ranged] ----- Throw Spines / Desert Winds [npc power, animation only] / Gale Whirlwind [PB AoE] ----- unknown / hurricane Hail of Debris [T AoE DoT] ----- NEW WIND ANIMATION [see image] ** Crash of Thunder [T AoE Stun] ----- Thunderclap/Thunderclap ----------Alternate Animation Proliferation:-------------- Dual Pistols to MM Dual Pistols Hydra Heads Poison powers to Poison Support Set [probably more here but these off the top of my head] ---Alternate Pets: [Visual Model Change Only, similar to how Dark Servant can be swapped]--------------- Darkness: Ghosts/Spirits, Darkservant, Haunt Shade, Unseelie, Spectral Daemon, Nictus Earth: DE Rockmonsters + Crystal Monsters, Slag Golemns, Redcaps, Trolls, Minions of Igneous Electric: Outcast, Freakshow, Storm Elementals, Clockwork, Praet-Clockwork Fire: Outcast, CoT Behemoth, Succubus, Fir Bolg, Living Hellfire Gravity: Wisp[rularuu], AnimusArcana-Time Stop, Ice: Snowmen, elves, Outcast, CoT Hellfrost, CoT Blade Prince Illusion:Anything available, Mirror-Self/ Doppleganger, AnimusArcana-Ball of Light Mind:[no pets] Plant:DE Tree ppl, DE Mushroom ppl, Tuatha, Hydras Wind: Storm Elementals Watercontrol: Coralax Guardians, Coralax red/blue/green, Sharks, Hydras Gun Drone: Dikti Drone, Zenith Hoverbot, IDF Battle Orb FF Generator: Skyraider's FF Generator, IDF Battle Orb Triage Beacon: cairn[rock turd], quartz[sm crystal], Crystal of Health[med crystal], Will of the Earth[big crystal] Spirit Tree: cairn, DE tree of life, DE Fungi -------------New ATs:------------------------------------------ 'Safeguard' - Tanke Primary, Defender Secondary 'Dissident' - MM Primary, Control Secondary 'Commander' - Tank Primary, MM Secondary [with meelee instead of blasts] 'Kamikaze' - Melee Primary, Blast Secondary 'Adaptor' - Assault/Manipulation Primary, Defense/Stalker Secondary -----------MASTERMINDS:-------------------------------------- Alternate Pet Models: [From Enemy Groups] -Demons:CoT Demons, Rulu-Shin, Bat'Zul, Wailers, Soldiers of Rularuu -Ninjas:Tsoo, Legacy Chain, knives of A -Thugs: Destroyers, Mooks, Skulls, Hellions, Syndicate, Carnival, Lost, Angry Citizens, Prisoners, Family -Mercs:Knives of A, Knives of V, Longbow, Wyverns, DUST, Arachnos, GoldBrickers -Bots: Clockwork, Prae Clockwork, Council, Crey, Malta, Nemesis -Beast: Devouring Earth, Hydra, Tuatha, Soldiers of Rularuu, Spirit Stalkers -Necro:Banished Pantheon Zombs, Vahzilok, Ghosts, Spectral Pirates, CoT SPectral Daemon/Folloer/Knight New Powersets: -DIMENSIONAL MULTIPLICITY: GravTemporalManip powers for attacks[melee], summons Dopplegangers, has Gangwar type power -OCEAN MASTER: Summons Coralax [red,green,blue t1, warders t2, shaper t3] Lev sharkblast 4 attacks, water for buff/aoe power -GREENSEER: [corrosive enzyme fx but does dmg]/thorn blast, Summons DE Tree/mushroom monsters -DOMINION OF FAE [Summons 3 Fae[buff pet], 2 Tuatha and 1 Tuatha Boss, Redcap like gangwar, tuatha+plant attacks -SERPENT SUMMONING [Summons 3 Snakes, 2Talon Snakes, and 1TalonSnake Boss] plus Dagger Throw powers -CIMERORAN SUMMONING [Cimeroran Soldiers, Spear 2Ranged/1melee Powers] -WICCA MASTERY [Summons Cabal Witches, Elemental Attacks] -EARTH SUMMONING [DE Rock/Rubbles, Earth-Dom +LegacyChainPowers] -SNOW SUMMONING [Winter Horde NPC Models, Ice Attacks] --------------New ATs:---------------------------------------------- 'Safeguard' - Tanke Primary, Defender Secondary 'Dissident' - MM Primary, Control Secondary 'Commander' - Tank Primary, MM Secondary [with meelee instead of blasts] 'Kamikaze' - Melee Primary, Blast Secondary 'Adaptor' - Assault/Manipulation Primary, Defense/Stalker Secondary that is all. for now. i havent even started on mapping epic pool proliferation lol. 🙂 thoughts?
  19. 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.
  20. So my basic suggestion is to create a powerset focused around ranged projectile weapons that are much heavier than the standard assault rifle. In going over the heavy weapons already in-game, I found the below 3, and think a good set could be made from them: Minigun: Rocket launcher: Grenade launcher: Here is a basic rundown of the set: 1. Short minigun burst: moderate lethal DoT, minor chance for a fear effect 2. Long minigun burst: heavy lethal DoT, slightly greater chance for a fear effect 3. Suppressing fire: moderate cone lethal damage, applies a movement speed debuff and a defense debuff 4. Fusion-thermite ammo: toggle - adds energy and fire damage to all heavy weapon attacks 5. Frag grenade burst: Fires off 3 fragmentation grenades in rapid succession from your grenade launcher - deals moderate lethal damage in a targeted AoE, with a chance to knock the target(s) back. 6. Flashbang burst: Fires off 3 flashbangs from your grenade launcher at a targeted location, which deal minor smashing damage, apply a tohit debuff, and stun all targets affected. I don't know if this would be possible, but what if each of the 3 grenades was its own entity, applying a mag 1.1 stun, (so a boss hit by all 3 would be stunned). 7. Ground-pounders: You fire 3 grenades in rapid succession along the ground toward a targeted location, and after a short delay, any enemies in the vicinity suffer heavy smashing damage and are knocked up. 8. Bunker-buster; You fire a high-velocity, armor-piercing projectile from your rocket launcher - deals heavy lethal damage and applies a defense and damage resist debuff. 9. Battlefield nuke: You fire a small-yield battlefield nuclear missile at your target. Deals heavy smashing and energy damage, as well as debuffs your target's regeneration and lessens the benefit they receive from any healing effects. Your thoughts?
  21. Based on a few brief notes in the KB to KD Inherent Toggle thread, I threw this together to offer up some interesting solutions to common "Problems" in City of Heroes and one power mostly useful for -fun-. Tier 1) "Focused Power Use" (20% End Discount, Toggle .56 end/sec, 45 second Cooldown, Detoggles on CC) Tier 2) "Explosive Effort" (KD to KB, Click 30 second duration, 3 minute Cooldown) Tier 3) "Restrained Impulses" (KB to KD, Click, 90 second duration, 3 minute Cooldown) Tier 4) "Directed Force" (KB to KU, Toggle, 1 minute duration, 2 minute Cooldown) Tier 5) "Empathic Investment" (Sleep to Stun, Click, 30 second Duration, 5 minute Cooldown) Focused Power Use: By creating an Endurance Discount Toggle we grant a power that basically anyone can take advantage of. 20% end discount -might- be too high, but it would give lower level (Pre-Cardiac) characters a bit more sustain at the cost of a power and power pool selection. Definitely dip-worthy, the higher end cost is partially offset by it's function, but could result in overuse of endurance resulting in crashing the power. Explosive Effort: Mostly a funtime giggle power, it can cause knockdown powers to provide an increased survivability benefit by forcing enemies to get back up from across the room. Restrained Impulses: Something a fairly decent number of players might enjoy, if only because it would allow them to provide a temporary shift to their Knockback Powers. Might be best to pair it with a small (5-10%) damage debuff if only to offset the damage increase of things like Bonfire. Or we could make some powers unaffected by Restrained Impulses to avoid too much damage-shifting. Directed Force: KB and KU are largely interchangeable when it comes to overall survivability, but KU createsw a teaming AoE damage increase relative to the survivability. By making people invest in the power pool -before- they can unlock Directed Force I think we safely offset that increase. Empathic Investment: Let's face it, sleeps are almost useful in a team-based environment. But a Stun is -everyone's- best friend! By making it a capstone we increase the cost of the increased survivability of changing Sleep to Stun. I think that's a solid cost to effect ratio.
  22. I know, I know, it is so easy to come up with cool MM sets, but after doing Dean's (i think its from Dean, in sharkhead) mission, with the clones..I couldn't help think how awesome this set would be. It would be like the cloning guys in comics etc, and totally fit the MM AT, being personally weak, but having the clones to swamp enemies. There is another thread talknig about letting MMs pick which personal attacks they take, which is a neat idea. but going with the Cloning idea, i thought the attacks would be single pistol based, sorta like a ray/magic gun, with selectable extra damage types. Obviously this has the Demon icons but you get teh idea. I thought that just by taking a Personal Attack, you get a 'swap ammo' kinda power, called Desired Attributes, that lets you select Fire/Cold/Negative damage types, which alter the special damage on your own attacks. Also, when the clones spawn, that damage type is applied to their own attacks, which a high chance of using teh selected type, but some change of getting another, as cloning is not a precise science! CLone War would be like a Gang War type power, a ton of minions, but each one that dies provides a small buff to all 'normal' clones, and the MM as well. The clones themselves would 'borrow' from your own Secondary set. No idea how..it just does. For example..a Thermal MM..the clones would have fire based attacks, resist, and heals/buffs debuffs. Same for cold/sonic etc. Traps would be lethal. The costumes of teh clones would be based on your own too, with zombie/repltile/beat parts added to Unstable ones, minor changes for Stable, and the Perfect CLone having an aura, perhaps inverted colors. Snap Shot 1 Ranged, Minor DMG(Nrg, Foe Knockdown. Foe DoT(Special), -Res Summon Unstable Clones 1 Summon 1-3 Unstable CLones(depending on your lvl) Aimed Shot 2 Close, High DMG(Nrg), Foe Stun -def, Minor DoT(Special) Improvement 6 Ranged, Enchant Clones Rapid Fire 8 Short Ranged (Cone), High DMG(Nrg), , Knockdown, DoT(Special) Summon Stable Clones 12 Summon 1-2 Stable Clones(depending on your lvl The Clone War 18 Ranged, Summon Clone Horde Summon Perfect Clone 26 Summon Perfect Clone Breakthrough 32 Ranged, Empower CLones
  23. Literally just take Kinetic Melee off Brutes and port it over to Dominators. It'd take minimal effort to make it work for them. Give Quick Strike a long range, make Burst have a slightly larger area, and replace Taunt with Repel from the Kinetic Support set. Then I could make a Grav/Kin that doesn't get begged for Speed Boosts!
  24. Bioelectrics Bioelectrics is a powerset that harnesses the power of electricity and the trope that Lightning Can Do Anything (warning, TVTropes link) to support and enhance your allies. Designed as a natural partner to Electric Blast (and also because Rehabilitating Circuit is too neat a power to keep locked to a Sentinel Ancillary, IMO), Biolectrics provide decent defense to allies against most damage types and a great deal of Endurance and Recovery support for allies. This set is inspired by characters like Static (Static Shock), Black Lightning, The Flash, and Ando Masahashi (Heroes). Unlike most other support sets, their powers are not targeted AoEs, but instead use the chain AoE. You can benefit from many of your own buffs provided you have other players for it to arc back to you from. Power Level (Primary) Level (Secondary) Description Healing Circuit 1 1 Ranged (Chain), Ally Heal Ionize 1 2 Ranged (Chain), Ally +DEF(Smash, Lethal, Energy, Melee), +Res(Energy) Static Field 2 4 Toggle (PBAoE), Special Ally +END, +DEF(Energy, Negative, Ranged) Defibrillate 6 10 Ally Rez, +End, +Recharge Biofeedback 8 16 Ranged (Chain), Ally +Defense (All but Psionic), +Res (Disorient, Hold, Sleep, Immobilize, Fear, Confusion) Nerve Boost 12 20 Ranged (Chain), Ally +SPD, +Recharge, Heal over Time, +Res (Recharge and SPD debuffs) Overcharge 18 28 Ranged (Chain) Ally +End, +Recovery, Enemy -End, -Recovery Psychoelectric Field 26 35 Toggle (PBAoE) Ally +Res(Energy, Negative, Psionic), +Def(Psionic) Electrify 32 38 Ranged (Chain) Ally +DMG(Energy), Special Biofeedback Ranged (Chain), Ally +Defense (All but Psionic), +Res (Disorient, Hold, Sleep, Immobilize, Fear, Confusion) You enhance the autonomous nervous systems of your allies, allowing them to better regulate their bodies' function and reflexes. This increases their resistance to most status effects as well as providing a small increase to Defense against all attacks except Psionic. Set Categories: Defense Enhancements: Defense, Endurance Cost, Range, Recharge Defibrillate Ally Rez, +End, +Recharge You blast a fallen target with a jolt of electricity that kickstarts their body back into consciousness. This has a stimulating effect that provides a temporary boost to recharge rate and maximum Endurance. Set Categories: Endurance Modification, Heal Enhancements: Endurance Cost, Endurance Modification, Heal, Recharge Electrify Ranged (Chain), Ally +DMG(Energy), Special Electrify your allies' bodies, augmenting their attacks with an electric charge. Allies affected by this power have their attacks deal extra Energy damage and reduce their targets' Endurance. Set Categories: Endurance Modification Enhancements: Endurance Cost, Endurance Modification, Range, Recharge Healing Circuit Ranged (Chain), Ally Heal You can use your Rehabilitating Circuit to heal the wounds of your group. Set Categories: Heal Enhancements: Endurance Cost, Heal, Range, Recharge Ionize Ranged (Chain), Ally +DEF(Smash, Lethal, Energy, Melee), +Res(Energy) You create a charged barrier around allies that repels physical and energy attacks. Set Categories: Defense, Resist Damage Enhancements: Defense, Endurance Cost, Range, Recharge, Resist Damage Nerve Boost Ranged (Chain), Ally +SPD, +Recharge, Heal over Time, +Res (Recharge and SPD debuffs) You enhance the conductivity of your allies' nervous system, allowing them to hit harder and faster and shrug off injury. Set Categories: Heal, Running, Universal Travel Enhancements: Endurance Cost, Heal, Range, Recharge, Run Speed Overcharge Ranged (Chain), Ally +End, +Recovery, Enemy -End, -Recovery You overcharge the bodies of others, enhancing your aliies' maximum Endurance and Recovery, and draining enemies' Endurance and reducing their Recovery. Set Categories: Endurance Modification Enhancements: Endurance Cost, Endurance Modification, Range, Recharge Psychoelectric Field Ranged (Chain), Ally +Res(Energy, Negative, Psionic), +Def(Psionic) By stimulating the frontal cortex, you can make an ally more resistant to psychic attack and negative energy. Set Categories: Defense, Resist Damage Enhancements: Endurance Cost, Defense, Resist Damage, Range, Recharge Static Field Toggle (PBAoE), Special Ally +END, +DEF(Energy, Negative, Ranged) You create a field of static charge around yourself that protects against energy attacks at all times. Additionally, while this power is active, you provide a burst of Endurance to allies withing range whenever you use an attack power, based on the endurance cost of the power. Set Categories: Defense, Endurance Modification Enhancements: Defense, Endurance Cost, Endurance Modification, Recharge
  25. Hey, you! Yes you! Have you ever wanted to shoot somebody in the face, but you can't because you're not a Blaster, Corruptor, Defender or Sentinel? Did you ever want to freeze somebody in a block of ice and then turn them into swiss cheese with a rat-a-tat-tat and a big ol' grin, you sicko? Well buddy, do I have a deal for you! Get a gander at the brand new, top of the line Tactical Rifle! This baby does it all. It Shoots, it launches grenades, it's got a flamethrower. I even taped a knife to it! I'd like to see those fancy ranged classes do that! So what'll it be? Cash, or cash? This set suggestion is a lot more ranged-focused than many other Assault sets, having only two actual melee attacks and a single "pseudo-melee" short-range attack in Hollow Point, but that's to be expected with an Assault Rifle. Gunkata nonsense would be much more appropriate for a porting of Dual Pistols to Assault rather than this. As you can see, this uses minimal new assets, with the only new things being Targeting Reticule's dual-use and Hollow Point, the other powers all being pulled from existing powers wholesale or with small modifications. Power Level Effect Burst 1 Ranged, Moderate DoT(Lethal), Foe -DEF Bayonet 2 Melee, Moderate Damage over Time (Lethal/Smashing) M30 Grenade 4 Ranged (Targeted AoE), Moderate DMG(Lethal/Smash), Foe Knockback Beanbag 10 Ranged (Targeted AoE), Foe: Immobilize -Recharge -Fly Targeting Reticle 16 Self +DMG, +To-Hit, Foe -Def Sniper Rifle 20 Sniper, Extreme DMG(Lethal), Foe Knockback Hollow Point 28 Short Ranged, High Damage (Lethal/Smashing), Foe Knockback, Foe -Res, Chance for Minor DoT(Lethal) Flamethrower 35 Melee (Cone), Extreme DoT(Fire) Full Auto 38 Ranged (Cone), Superior DoT(Lethal), +Special Bayonet Your weapon includes a bayonet attachment which you can use to stab at your enemies for lethal damage as well as causing them to bleed over time. Enhancements: Enhance Accuracy, Enhance Damage, Reduce Endurance Cost, Increase Attack Rate Set Categories: Melee Damage Beanbag Fires a single non-lethal Beanbag that can seriously Disorient a target. Deals little damage and takes a long time to reload, but renders most targets unable to attack for a good while. Enhancements: Enhance Accuracy, Enhance Damage, Reduce Endurance Cost, Enhance Range, Increase Attack Rate, Enhance Disorient Duration Set Categories: Ranged Damage, Stuns Burst Quickly fires a Burst of rounds at a single target at very long range. Damage is average, but the firing rate is fast. Can also reduce the target's Defense. Enhancements: Enhance Accuracy, Enhance Damage, Enhance Defense Debuff, Reduce Endurance Cost, Enhance Range, Increase Attack Rate Set Categories: Ranged Damage, Defense Debuff, Accurate Defense Debuff Flamethrower Spews forth a cone of flames from underneath the barrel of your assault rifle, setting foes on fire. Very accurate and very deadly at close range. Enhancements: Enhance Accuracy, Enhance Damage, Reduce Endurance Cost, Enhance Range, Increase Attack Rate Set Categories: Targeted AoE Damage Notes: Modified to be a melee cone. Probably doing more damage to make up for it. Full Auto Opens up your Assault Rifle on Full Auto to lay down a massive spray of bullets at your target. Although very slow to reload, damage from this attack is massive, shredding all targets within the narrow cone of effect. There's a chance you may land a lucky shot for extra damage. Enhancements: Enhance Accuracy, Enhance Damage, Reduce Endurance Cost, Enhance Range, Increase Attack Rate Set Categories: Targeted AoE Damage Hollow Point Fire hollow point rounds that tear your opponent's armor and flesh alike, while knocking them back with the force of the shot. This power reduces the target's damage resistance. It also has a chance to inflict a Lethal Damage over Time that increases as the target's resistance to Lethal damage falls. This attack's range is significantly short than many other attacks in this set. Enhancements: Enhance Accuracy, Enhance Damage, Reduce Endurance Cost, Enhance Knockback Distance, Enhance Range, Increase Attack Rate Set Categories: Ranged Damage, Knockback Notes: The formula for determining the proc chance on the DoT would probably be something like proc = 100% - (lethal resistance) capped at 95%, so a hardcapped Tanker would only have a little over 10% chance of getting hit with the DoT, while a defenseless blaster would have a near-100% chance of getting proc'd. M30 Grenade Launches a Grenade at long range from beneath the barrel of your Assault Rifle. This explosion affects all within the blast radius, and can knock them back. Enhancements: Enhance Accuracy, Enhance Damage, Reduce Endurance Cost, Knockback Distance, Enhance Range, Increase Attack Rate Set Categories: Targeted AoE Damage, Knockback Sniper Rifle The Sniper Rifle is a powerful piece of hardware. It is very accurate and has a very long range. The impressive round can knock down its target. Like most sniper attacks, you must take your time to aim, as this attack can be interrupted. If used in conjunction with a targeting drone, the Sniper Rifle will do additional damage. Enhancements: Enhance Accuracy, Enhance Damage, reduce Interrupt Time, Reduce Endurance Cost, Enhance Knockback Distance, Enhance Range, Increase Attack Rate Set Categories: Ranged Damage, Sniper Attacks, Knockback Targeting Reticle Your Tactical Rifle comes equipped with an advanced targeting reticle that allows you to aim more effectively, and can also hone in on a specific enemy, boosting your accuracy and damage. If you use this power while targeting an enemy, that enemy suffers a small penalty to defense for a short period as you mark your target. Enhancements: Enhance Defense Debuff, Reduce Endurance Cost, Increase Attack Rate, Enhance ToHit Buff Set Categories: ToHit Buff Notes: I honestly don't know if the tech to do a self clicky with an optional target exists. If it doesn't, then this could just be made into a standard Aim, or a power that requires a target to fire off at all.
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