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About Me

  1. Eco-Friendly Powerset Recycling So! one of the biggest issues with 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 (Now in Game!) You are able to upheave and project stone to powerful effect! Earth Blast focuses on a mixture of smashing and fire damage, and many attacks have a chance to stun your foes. - Stone Spears: Taken directly from Earth Assault. This power fits nicely for a simple single-target damage attack - Lava Blast: A power belonging to the Minions of Igneous, hurling lava that deals high fire DoT - Shards of Stone: A power belonging to the Talons of Vengeance Prophetess/Sibyl/Oracle of Earth, firing rocky shards in a cone. - Basalt Bomb: Another power belonging to the Minions of Igneous, hurling a ball of magma that explodes and deals high fire DoT. - Hurl Boulder: Taken from Earth Assault/Stone Melee. A good short range/high damage attack that was a nice fit. - Upthrust: A power belonging to the Talons of Vengeance Prophetess/Sibyl/Oracle of Earth. delivering smashing damage in an AoE, with a lethal DoT effect and chance to knockdown. - Ryolite: Another Minions of Igneous power, holds a foe and deals moderate fire DoT - Fissure: Another Earth Assault power. Fissure acts a nice ability later in the set with close range and high damage. - Meteor: Another unique Talons of Vengeance power. We remove the special NPC mechanics, and focus on the superior smashing damage, moderate fire DoT, and a chance to stun or knockback. Earth Manipulation (Now in Game!) 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. - Fossilize: Again taken from Earth Control. Just like many manipulation sets, the inclusion of a single target hold also seemed fitting. - Build Up: A standard Build Up power as expected. - Tremor: Taken from Stone Melee. This power works as a nice AoE melee attack as seen in other Manipulation sets. - Mud Bath: A modified version of Mud Pots. This power also grants endurance recovery and health regeneration to the player. - 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 - 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: Primaries (Blast, Control, Melee, Henchmen) Secondaries (Manipulation, Assault, Armor, Support) Ancillaries If you want to submit your own idea for a powerset here, then the thread is open to you! Just remember that the goal of this discussion is to bring forward new ideas by reusing the old. We're not strictly looking at numbers here, it's all about how you can construct new powersets by using what's already provided in game, which falls into three categories; Using existing powers. This is the most preferable way of designing powersets here in the thread. If you can use existing player powers in your suggestion, then that's perfect! If you'd also like to re-use 'new' powers suggested in this thread, those are fine too. Modifying NPC powers. While not as easy to work with as player powers, taking NPC powers not yet accessible to the players is another great way of building a new powerset. Try not to change too much, though! Reusing in-game assets. The most difficult thing when creating new powers isn't the numbers, it's the FX and animations. If you can find suitable FX or animations to help create 'new' powers, then that's just about all you need. With that in mind, try to consider the following too; If you can find suitable power icons, use them! The best way to help visualise the function of your powerset is to illustrate it with power icons. If you're reusing old powers, these should be readily available, but for anything else a 'best fit' is just as good. Try to get your powerset to follow the design of others. While not all powersets are identical, most of them have a vague structure about them that helps serve as a guide to what they should look like. Consider what your powerset brings to the table. While we're not delving into the complexities of numbers and balance, it's always good to consider the mechanics of your powers, including new things like combo systems and building charges. Weapons and pets are hard, but not impossible! If you want to submit a powerset that uses weapons or pets, try to think of what in-game models exist to support it. For Masterminds, consider what the basic and upgraded henchmen may look like. Ancillaries are welcome too. I recently opened up this thread to the creation of ancillary powers, so if you have ideas for those, feel free to post them! Reusing existing powers is preferable for all powersets, but doubly so for ancillaries. Try to keep the concept flexible. Powersets should be open to all kinds of character themes, so try to avoid making it too niche. There's a few exceptions like Demon Summoning and Beam Rifle that are arguably focused on one origin or another, but that's where I would draw the line. Don't feel somebody else beat you to it! If you have an idea for a powerset, but somebody else has created something similar, you are still welcome to submit your own version of it.
  2. Hello all, I have been working on this the last few weeks and i think it's ready for use hope you enjoy. Archtype Powerset Tracker Spreadsheet
  3. EDIT: I remembered wrong, thanks for verifying y'all I thought I was going crazy lmao I grew up playing COH & COV & have fond memories of using the Poison powerset among many others. I created a Corruptor yesterday w/ Psychic blast & Poison powersets, but when I started playing the game I noticed an issue with Poison powerset's first ability, Alkaloid. In the original game Alkaloid could be used as an attack against enemies, or as a heal for friendlies depending on who you had targeted. Now however, Alkaloid is unable to be used as an attack power against foes. Is there a reason for this change? Is this a glitch? Can this be fixed so that the power matches up with the power's description? While it's not game breaking by any means, it was a huge disappointment to discover the power doesn't work the way it's supposed to. Would LOVE to see this fixed or hear any feedback on this issue. I know it's not everyone's favourite powerset, but if it's in the game it should work the way it was meant to, no?
  4. Back on LIVE, I and other players were discussing how we would love to see super strength ported over to Dominators because there are so many super strength comic characters that could actually use their might to subdue the world physically if they wanted, such characters as Superman, world breaker hulk, black adam, etc. not just because their super strong, but they have other abilities that allow them to devastate the world. So, I decided to concoct this powerset for super strength lovers like myself. So, please, be gentle this is my first time 🤣😅. I would love some constructive criticism and will change this set around just to see it in-game. I don't mind any GM taking a crack at this I don't need recognition I'm a team player it's ALL YOURS. I took super strength and re-arranged some of the powers to fit the dominator leveling progression and I added a few new ones of my flavor. if you have a better power suggestion I will 99.9% reconsider just to bring this wonderful Idea to HC City of Heroes. All I'm asking is to have an open mind and a tangible argument of why this shouldn't be in-game as a dominator secondary. I know, I know, most super strength characters have durability, and yes, that is correct, although, there are many comic toons that were super-strong, but didn't have great durability they were really strong. Don't let me get started on Manga/Anime 😂, so I hope you like and leave your feedback down below, so we can get this powerset right if I oof-ed. Superhuman Assault (Revised Set) You are endowed with immense super strength that enables you to toss heavy objects, your very footsteps cause the earth to move. you have the might to devastate the battlefield with physical prowess alone. Hurl - You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack deals moderate damage and can knock foes back and even drop them out of the air if they are flying. Ranged, Moderate DMG(Smash), Foe Knockback, -Fly Haymaker - A slow but devastating attack, the Haymaker has a great chance of knocking your opponents down. Melee, High DMG(Smash), Foe Knockback Foot Stomp - Using your superior leg strength, you can Stomp your foot to the ground, quaking the earth itself excavating it, and tossing your enemies in the air. This is a localized attack against everything in the melee range. PBAoE, Moderate DMG(Smash), Foe Knockup Superior Punch - Your punches create sonic booms that deal a High amount of damage, but most of all can knock several opponents off their feet in a cone radius, unable to attack again until they stand up. Melee (Cone), High DMG(Smash) Foe Knockdown OR (Alternative 4th power if Superior Punch is not Favored) Excavating Toss - you fling a huge boulder at your enemy with one arm crushes them where they stand holding them in place. Ranged (Location AoE), High DMG(Smash), Foe Hold (Another Alternative 4th power) Mighty Throw - you fling a random heavy Object at your enemy with one arm crushing them where they stand and holding them in place. Ranged (Location AoE), High DMG(Smash), Foe Hold (NOTE: I would love for this ability to throw a random HEAVY object like Propel from the Gravity Control power set) Unbridled Brawn - your Super Strength melee strike emites thunderous waves for both normal and power pool attacks such as Brawl, Boxing, Kick, Jump Kick, Flurry, Cross Punch changing they're low disorient, knockdown chance to a high chance for knockdown also increasing your damage and chance to hit dramatically for all your other powers. . Self +DMG +To-Hit (Special), Melee, High DMG(Smash, Special), Foe Knockdown, Disorient (NOTE: this power takes your normal level 1 brawl power, and any melee power pool attack and turning them into Jab or Punch from SS powerset with the sound effects to differentiate that there was a change when triggered, also acting as a Rage ability without the massive penalty, but with a cooler name and a special effect🤣) Knockout Blow - You can perform a Knockout Blow on your opponent. This punch does Superior damage and has a great chance of Holding your target. Melee, Extreme DMG(Smash), Foe Hold Display of Might - you showcase your strength with a destructive hammer fist that shatters the terrain making it extremely difficult for your enemies to traverse below sending massive waves of tremors knocking them down. Ranged (Targeted AoE), Moderate (Smash), Foe Immobilize, -SPD Cataclysmic Steps - by unleashing your unrelenting rage with every step you make the very earth shakes violently, your foes stumble to stay up, as the earth release deadly gases as a result of your forward movement Toggle: PBAoE, High DoT(Smash/Toxic), Foe Knockdown, Superior Hand Clap - You can clap your hands together with such force that you create a deafening shockwave causing their equilibrium to be off-balance and cause severe brain trauma from their heads rattling against their skulls. a chance of disorient due to the shock to the inner ear which is now bleeding Close (Cone), Superior DMG(Smash/Psionic), Foe Disorient, Knockback Superhuman Assault (Original Set) You are endowed with immense super strength that enables you to toss heavy objects with your mighty lungs you can create super gale-force winds as you jaunt past enemies at supersonic speeds to devastate the battlefield with physical prowess alone. Hurl - You are able to tear up a chunk of ground beneath your feet and Hurl it at an enemy. This attack deals moderate damage and can knock foes back and even drop them out of the air if they are flying. Ranged, Moderate DMG(Smash), Foe Knockback, -Fly Haymaker - A slow but devastating attack, the Haymaker has a great chance of knocking your opponents down. Melee, High DMG(Smash), Foe Knockback Foot Stomp - Using your superior leg strength, you can Stomp your foot to the ground, quaking the earth itself. This is a localized attack against everything in the melee range. PBAoE Melee, Moderate DMG(Smash), Foe Knockback Lungs of Gale Force - this power enables your breath to produce high-speed hurricane-force winds pushing enemies back in a wide cone that kicks up debris, trash, rubble, sand, etc. ripping and slashing at them causing lethal (dot) and can be used to reduce all fire damage status effects on allies while affecting enemies close and long-ranged accuracy, movement, and flight speed. Ranged (Cone), High DoT(Lethal), Foe -Speed, -Perception, -Fly, - Foe To Hit Foe Repel, +Res (Fire, Ally) Unbridled Brawn - your super strength melee strikes cause thunderous booms for both normal and power pool attacks such as Brawl, Boxing, Kick, Jump Kick, Flurry, Cross Punch changing their low disorient, knockback, knockdown chance to a high chance for knockback, knockdown also increasing your damage and chance to hit dramatically for all your other powers. . Self +DMG +To-Hit (Special), Melee, High DMG(Smash, Special), Foe Knockdown, Foe Knockback, Disorient (NOTE: this power takes your normal level 1 brawl power, and any melee power pool attack and turning them into Jab or Punch from SS powerset with the sound effects to differentiate that there was a change when triggered, also acting as a Rage ability without the massive penalty, but with a cooler name and a special effect🤣) Mach Strike - you perceive time at hypersonic speed, raindrops, seemed to have stopped in midair. A bolt of lightning resembles a squirming worm, as you wisp past your foes who seem to be frozen in place unable to react to your attack, in the process, you gain a burst of speed becoming much harder to hit; Target's speed and accuracy have been reduced as well for a short while. Location AoE High DMG (Smash), Self Teleport, Foe –Rech, - Move, Special (NOTE: similar to Burst of Speed with a Jaunt animation perhaps) Knockout Blow - You can perform a Knockout Blow on your opponent. This punch does Superior damage and has a great chance of Holding your target. Melee, Extreme DMG(Smash), Foe Hold Hand Clap - You can clap your hands together with such force that you create a deafening shockwave. This shockwave can knock back nearby foes, and they have a chance to become Disoriented due to the shock to the inner ear. Hand Clap deals no damage. PBAoE, Foe Disorient, Knockback Hyperion Smash - by unleashing your Herculean strength into a single blow while leaping into the air you come crashing down striking the earth beneath you, causing seismic tremors and superior knockup damage. PBAoE Melee, Superior DMG(Smash), Foe Knockup
  5. I just got my Dark/Time controller to 50. This is my 4th controller I got to 50, and my 13th level 50 character overall. One thing has irked me, however, and that is the Umbra Beast. This isn't going to be a complaint about it's damage output or its power set. This is mostly a convenience problem with this pet (and may also apply to other controller pets). So here are some issues I have: I get stuck and jammed a lot. Especially in the caverns and small offices, The Beast is huge and I can't move through it. I often have to dismiss it and re-summon it several times in a mission because it is blocking my path. If it's made of shadow, why can't I move through it? This is a common problem with controller pets. The howling. It seems like the loudest sfx in the game. Okay, I get it, ENOUGH. Geez! The thrill of the chase. I often have to dismiss and re-summon it on outside maps. Otherwise, as I scout ahead, it'll come running while dragging every baddie on the map to ambush me. If it could fly, that would be great. Any points from the community? Agree / Disagree?
  6. Spines / bio stalker (todo: one of those nifty power review things, they're fun to read) - fantastic toxic damage component - yes, you want build up, because of the atos. Take both ato sets. Don't bother with placate. - ranged damage and varied, good set options for slots - ultra sneaky, and with fancy anti-stealther perception buffs - uses the sleep aura with placate set, seems to go off all the time - not even veteran level 4 on it and can go trash +4/8 groups in PI (or ae, but I won't) - haven't tried dark Astoria but nigh on unkillable so far Also, I'm unchallenged stalker overlord of excelsior pvp zones. No one even shows up to face me, they're so afraid! True build, I don't have all the things bought yet: This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Natural Stalker Primary Power Set: Spines Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Fighting Ancillary Pool: Body Mastery Villain Profile: Level 1: Barb Swipe -- SprAssMar-Rchg/Rchg Build Up(A), SprAssMar-Acc/Dmg/EndRdx/Rchg(3), SprAssMar-Dmg/EndRdx/Rchg(3), SprAssMar-Acc/Dmg/Rchg(5), SprAssMar-Dmg/Rchg(5), SprAssMar-Acc/Dmg(7) Level 1: Hide -- LucoftheG-Def/Rchg+(A) Level 2: Lunge -- GldStr-Acc/Dmg(A), GldStr-Dam/Rech(7), GldStr-Dam/End/Rech(9), GldStr-Acc/Dmg/End/Rech(9), GldStr-%Dam(11), Mk'Bit-Dam%(11) Level 4: Hardened Carapace -- GldArm-End/Res(A), GldArm-RechRes(29), GldArm-RechEnd(29), GldArm-Res/Rech/End(31), GldArm-ResDam(31), GldArm-3defTpProc(31) Level 6: Assassin's Impaler -- SprStlGl-Acc/Dmg(A), SprStlGl-Dmg/Rchg(33), SprStlGl-Acc/Dmg/Rchg(33), SprStlGl-Dmg/EndRdx/Rchg(33), SprStlGl-Acc/Dmg/EndRdx/Rchg(34), SprStlGl-Rchg/Hide%(34) Level 8: Spine Burst -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(13), OvrFrc-Dmg/End/Rech(13), OvrFrc-Acc/Dmg/End(15), OvrFrc-End/Rech(15), OvrFrc-Acc/Dmg(17) Level 10: Build Up -- GssSynFr--Build%(A) Level 12: Environmental Modification -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(17), ShlWal-Def/Rchg(19), ShlWal-Def/EndRdx/Rchg(19), ShlWal-Def(21), ShlWal-ResDam/Re TP(21) Level 14: Boundless Energy -- Pnc-Heal/Rchg(A), Pnc-Heal(23), Pnc-Heal/+End(23), NmnCnv-Heal(25), NmnCnv-Heal/Rchg(25), NmnCnv-Regen/Rcvry+(27) Level 16: Adaptation Level 18: Hasten -- RechRdx-I(A), RechRdx-I(34) Level 20: Kick -- Dmg-I(A) Level 22: Tough -- UnbGrd-Max HP%(A), Ags-Psi/Status(36), StdPrt-ResDam/Def+(36) Level 24: Weave -- Rct-ResDam%(A), Rct-Def(36), Rct-Def/EndRdx(37) Level 26: Ablative Carapace -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(27) Level 28: Impale -- Dcm-Build%(A), Dvs-Acc/Dmg(37), Dvs-Dmg/EndRdx(37), Dvs-Dmg/Rchg(39), SprWntBit-Acc/Dmg(39), SprWntBit-Rchg/SlowProc(39) Level 30: Ripper -- Arm-Dam%(A), Arm-Dmg/EndRdx(40), Arm-Acc/Rchg(40), Arm-Acc/Dmg/Rchg(40), Arm-Dmg/Rchg(42), Arm-Dmg(42) Level 32: Throw Spines -- JvlVll-Acc/Dmg(A), JvlVll-Acc/End/Rech(42), JvlVll-Dam/End/Rech(43), SprFrzBls-Acc/Dmg(43), SprFrzBls-Dmg/EndRdx(43), SprFrzBls-Acc/Dmg/EndRdx(45) Level 35: DNA Siphon -- HO:Golgi(A) Level 38: Parasitic Aura -- SynSck-EndMod(A), SynSck-EndMod/Rech(45), SynSck-Dam/Rech/Acc(45), SynSck-Dam/Acc/End(46), SynSck-EndMod/+RunSpeed(46) Level 41: Genetic Corruption -- FrtHyp-Sleep(A), FrtHyp-Sleep/Rchg(46), FrtHyp-Acc/Sleep/Rchg(48), FrtHyp-Acc/Rchg(48), FrtHyp-Sleep/EndRdx(48), FrtHyp-Plct%(50) Level 44: Superior Conditioning -- PwrTrns-+Heal(A) Level 47: Physical Perfection -- RgnTss-Regen+(A) Level 49: Focused Accuracy -- RctRtc-Pcptn(A) Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Empty(A) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- Empty(A) Level 16: Defensive Adaptation Level 16: Efficient Adaptation Level 16: Offensive Adaptation ------------
  7. Because Anime Silliness is, and kind of has always been, a part of Superheroics. After all, Kurosawa Films were super popular in the US in the 70s and 80s and it is from movies like the Seven Samurai that a lot of modern conceptions of what a superhero can do with a katana comes from. Yes, this would be a set with Redraw. Which is why I'm designing it for use with the Instigator (Take 2), for whom Redraw is not an issue. Though a No-Redraw option could be implemented as well to port it to Dominators. This powerset is mainly designed around Ranged Attacks and the Windstrikes ability to go from Ranged to Melee, quickly, and repeatedly. However it is also designed with the intention to use Storm's Edge in Melee Combat as an opener. Specifically that an Instigator who takes /Ninjitsu as a defensive set would be able to use Shinobi Iri to prepare an 'Assassin's Strike' using Storm's Edge and perhaps a Celerity Stealth IO. While other Instigators, and Dominators, would be able to use it effectively as an insta-snipe melee attack after the fighting has already begun. This set is designed this way to better fulfill the illusion of the character being the comic book and anime style 'Ninja Master' who performs unreasonable feats like striking with a sword at long range, though admittedly it's a bit more common in Anime. Characters who use this powerset will be able to use ranged attacks while in melee that animate largely as if they were just melee attacks, with animations lining up appropriately.
  8. So panacea works in soothing aura. Itll extend the +HP/end to people within the bubble. I presume the others do too (miracle recovery, doctored wounds regen, numinas recovery)?? Not sure about preventive medicine as that seems to be a global proc that goes of whenever you lose health, even if you never ACTIVATED something to give it a chance to. But ya, pain Dom / sonic my new fav healer. On another note... Why is electrical affinity thought to be bad end game?... Because no strong debuff?
  9. Hello everyone! This is my first time posting on the forums, and I’m happy to be here :D This post concerns some of my suggestions for how to modernize Empathy and make it more useful in the endgame. Empathy has always been one of my favorite powersets. I love the busy clickery, the ability to save lives in an emergency, and the feeling of making the entire party stronger. Empathy, ideally, can provide a player with a specific experience of heroism: being the team member upon which other team members can always rely, the team’s last line of defense, the still point at the center of a turning world. There are some excellent players who have managed to accomplish some extraordinary feats with Empathy, such as +4/x8 solo runs, solo AV kills, etc., but the commendable skill of these players should not distract from general concerns that currently affect the powerset. Likewise, many other posters have already provided their suggestions, linked below at the bottom of this writeup, all of which are worth your time and consideration. I’ve learned a great deal from reading their work, some of which is incorporated here in my suggestions. Empathy currently faces several challenges: Healing has lower value in higher level content due to Absorbs, Defense, Resistance and Debuffs. Empathy has extremely long recharges on its best abilities, minimizing their effectiveness for group content. Comparatively, this means that Empathy is less able to provide a continuous benefit to the team than other top tier support sets, such as Time, Nature, Kinetics and Thermal. Empathy’s best buffs are numerically less effective than those of other powersets, have unusual gaps in what they provide, are single target, or positionally-limited. Due to these concerns, Empathy is frequently placed at the very bottom of Defender tier lists. People ask, on a regular basis, whether Empathy is “dead.” Can we do better? Consideration of these challenges has led me to a vision for the powerset. Empathy should be the conceptual inverse of Trick Arrow. In the same way that (ideally) Trick Arrow is -only- damage and debuffs, but strong versions of all of them, Empathy should be -only- heals and buffs, but strong versions of all of them. Empathy should also maintain its current character as a very active, very click-intensive set. In other words, Empathy should be The Premiere Healing Set and An Extremely Strong Buff Set. It should retain it's playstyle drawbacks of having No Debuffs and being A Click-Intensive Powerset. Some of this stuff may seem obvious to many of you, but I want to spell it out in detail so that we can move forward from agreed principles and use a common design vision to improve the set :D The Premiere Healing Set People pick Empathy because they want to heal their party members and make them stronger. Empathy should meet these expectations by providing the ability to heal faster than other sets and for better values. Furthermore, some Empathy healing abilities should have an additional benefit, such as Absorbs and Endurance Recovery. A radical but realistic proposal is that Empathy heals should not be affected by line of sight. Feelings don’t stop at forklifts, friends. As an emotion-based set, why should Empathy be blocked by terrain? How many times have you watched a party member’s green bar go down as they stood on the opposite side of a box or thin vertical rail? Heal Other should work like Absorb Pain does right now: quick cast, instant recharge, high output. Absorb Pain should provide only an Absorb, without the onerous and unnecessary self-healing penalty. Likewise, Empathy’s Resurrect should feel unique and special. My proposal is to extend the range to 100 ft. (equal to Heal Other), with a faster recharge. An Extremely Strong Buff Set All Empathy buffs should be meaningful, noticeable and able to be perma on all party members or most party members (Adrenaline Boost) at sufficient levels of Recharge. Clear Mind should offer single-target proactive mez protection against all negative status, not just Sleep. The duration should also be increased to a more comfortable time. We also add a small amount of Resist: Psionic in order to make the power even more desirable in end game scenarios where defense is plentiful but psi resist is comparatively rare. The numbers on Fortitude need to be improved in order to make it competitive with Thermal’s Forge and Time’s Temporal Selection. For comparison, Forge adds +25% to hit and +50% damage on an identical recharge. Temporal Selection adds a +30% recharge, +150% Regeneration and +31.25% damage. Fortitude in its current state only provides +15% defense, +31.25% damage and +18.75% to hit. These numbers must be improved in order to make Fortitude a competitive single target buff, and the recharge time should be lowered to ensure that a busy Empath can reliably maintain the buff on all party members (and many League members). Recovery Aura and Regeneration Aura should be party-wide within range, similar to Thermal, Cold and Force Field’s shields. It would make Empathy more fun to play, and more fun to play with for other players. Right now Empathy is on the horns of a dilemma: either post “gather for RA,” making other players change what they are doing in order to receive the buffs, or running into melee (putting oneself at personal risk with a ranged set) and trying to grab as many other players as possible (almost always less than 100% of the party). The positional element of the auras and the corresponding “gather for RA” macro is an artifact of being an Issue 0 set. We now have the freedom to improve this. Likewise, Regeneration Aura’s effect is deprecated in the endgame. In order to keep it relevant, it should include a small but noticeable buff to +Resist/All%. This proposal recommends 10%. For comparison, Time Manipulation’s Farsight adds 12.5%. Finally, Adrenaline Boost should be in the running the most impressive single-target buff in the game. It should also be on lower recharge to enable a high recharge build to keep it on a minimum of four party members at a time. Honestly? Empathy would be even better if it were brought down to Fortitude’s current recharge, but I’m concerned that it may be too radical of a proposal. No Debuffs Empathy makes the party stronger rather than the enemies weaker. By this logic, Empathy’s greatest weakness is the absence of debuffs. In order to maintain its class identity, this should not be changed. A Click-Intensive Powerset Empathy has always felt very “clicky.” Although other suggestions offer the possibility of converting several powers into toggles, I feel as though it would change the feel of the set too much. If anything, the amount of clickiness should be intensified. Many players prefer an active, enthralling powerset. The Empath should constantly be casting buffs on their party members, and feel satisfied only when all other party members have Fortitude, Clear Mind, and both auras (Regeneration and Recovery). At least half the party should have Adrenaline Boost (if not more). Likewise, due to the Absorbs from Absorb Pain, prophylactic healing should feel useful if the hero is not otherwise in a position to attack enemies with their secondary powerset. The security of Absorb Pain should also encourage the Empath to blast away at enemies more often. (1/3)
  10. It's gonna have fold space because massive pbaoe summon. plant or dark / savage? (mind is fun, tried that) savage/bio? (stalk/scrap) rad/savage? (tanks get higher range pbaoe on savage?) savage/ice, fire or shield brute? Which would you choose?
  11. Tomorrow I have a free day, and I've NEVER rolled sentinel. Is /bio the business? Is dark blast insane? Do you rad/rad in madness? Where do you say to yourself 'this can only be on sentinel'? What would you choose, what would it be, if you had one day to get hooked hard on sentinel?
  12. Feeling moody for PvP? Itchy, skin scratchy to find someone as the buzzer thing counts down? Secretly you want to tear up paper, bite your nails, pull your hair, roll upside down on the floor? - - then you should play ???/???/??? powerset! 173772450_2968519083384351_2722190618682687667_n.mp4 For you: *** if there was a server that was: open world, all the time, auto tagged pvp, this is what you'd be ***
  13. Hello forum goers, it has been some time, once again I am back with a new powerset proposal. I have done multiple melees, and more recently engaged in control & assaults, so I decided this time as I "always" provide aid and assistance in providing revolutionary ideas to suggestions and feedback, I would now try involving myself with support based powersets for Defenders, Controllers, and possibly Corruptors. The theme for this one is Spiritualism, it involves the player unleashing their personal spirit to help unlock others full potential. I'm providing this description as this support powerset as many of my other proposals, is different. The new twist is that it also allows for allies to grant the same Buffs to other teammates granted from the caster, as well as provide them with an additional powers while under these buff affects. Are you intrigued so far, well as always... Special thanks to @Vanden for providing the icons. Excellent job with the multi-colored effects its work spectacularly. Introducing... Spirituality Spirituality gives you the ability to to unleash your spirit onto another to awaken your teammates full potential to garner various forms of earthbound threats that may degrade an allies performance. The goal of Spiritualism is to reach enlightenment, in order to unrestrained by any control based affects as well as allowing allies to ward of enemies through projections of their mind soul and body. It is a primary powerset for Defenders and Controllers, and a secondary for Corruptors and Masterminds Power Tables Defenders and Controllers Spirituality is available as a primary set for Defenders and Controllers. The following table shows which powers are available and at what level: Power Level Effect Self Persistence 1 Toggle: Self +Def, Res (Smashing, Lethal, Fear) +Perception Gratification 1 Ranged, Ally +DEF, Res (Psionic, Sleep, Snare) + Ally Grant Gratification, Spirit Blade Redirect 2 Self: Ranged, High Damage (Lethal/Energy), Foe Knockback Empowerment 6 Close, Ally +DMG, +ACC, + DEF, Res (Slow, Repel) + Ally Grant Empowerment, Spiritual Drain Shamans Embrace 8 Ranged, Ally Heal + DEF, Res (Immobilize, Sleep, Slow, Fear) + Ally Grant Soothing Embrace, Spiritual Push Mindfulness 12 PBAoE, Ally +Resistance (Disorient, Sleep, Slow, Immobilize, Fear, Psionics) + Ally Grant Mindfulness + Unguarded Soul Third Eye (Symbol Change) 18 Targeted Area of Effect, +Perception, Resistance Mez Protection (All), Psionics, Energy) + Ally Grant Sightless Soul Transmigration 26 Close, Ally Rez + Ally Grant Spiritual Transfer Earthly Detachment 32 Toggle: Ranged Ally Targeted AoE, Ally + Perception, DEF (Energy), Resistance (Status Protection, Immobilize, Disorient, Sleep, Hold, Confuse, Fear, Psionics, Knockback, Slow + Foe Knockback, Repel + Ally Grant Upheaval, Weaken Spirit Corruptors and Masterminds Spirituality is available as a secondary set for Corruptors and Masterminds. The following table shows which powers are available and at what level: Power Level Effect Self Persistence 1 Toggle: Self +Def, Res (Smashing, Lethal, Fear) +Perception Gratification 2 Ranged, Ally +DEF, Res (Psionic, Sleep, Snare) + Ally Grant Gratification, Spirit Blade Redirect 4 Self: Ranged, High Damage (Lethal/Energy), Foe Knockback Empowerment 10 Close, Ally +DMG, +ACC, + DEF, Res (Slow, Repel) + Ally Grant Empowerment, Spiritual Drain Shamans Embrace 16 Ranged, Ally Heal + DEF, Res (Immobilize, Sleep, Slow, Fear) + Ally Grant Soothing Embrace, Spiritual Push Mindfulness 20 PBAoE, Ally +Resistance (Disorient, Sleep, Slow, Immobilize, Fear, Psionics) + Ally Grant Mindfulness + Unguarded Soul Third Eye (Symbol Change) 28 Targeted Area of Effect, +Perception, Resistance Mez Protection (All), Psionics, Energy) + Ally Grant Sightless Soul Transmigration 35 Close, Ally Rez + Ally Grant Spiritual Transfer Earthly Detachment 38 Toggle: Ranged Ally Targeted AoE, Ally + Perception, DEF (Energy), Resistance (Status Protection, Immobilize, Disorient, Sleep, Hold, Confuse, Fear, Psionics, Knockback, Slow + Foe Knockback, Repel + Ally Grant Upheaval, Weaken Spirit Powers These are the following powers in the Spirituality powerset Self Persistence You strengthen your first chakra of survival increasing your basic instinct and awareness to overcome any physical obstacles, to combat the spiritual blockade of overcoming fear granting you resistance to this affect. Grants the caster resistance to Lethal and Smashing damage. Gratification You open your targets second chakra, bringing them euphoria beyond normal limits and boosting their morale. Gratification removes the guilt from the target, protecting from psychic assaults and mez effects. As you awaken their chakra, gratified allies become able to extend this effect onto other teammates for a short time. This ability will persist for a limit of 5 uses until their acquired spiritual awakening fades away. Grants ally Spirit Blade Spirit Blade Power granted from opening Second Chakra, funnels your spiritual energy in the form of a blade to smite a foe. Deals moderate energy and smashing damage. Redirect You expand your spirit to reroute enemy attacks and protect your allies. Redirect causes damage enemies who strike you for a short time, as well as offering a chance to knock them away. Allies within range of the redirection are offered increased defense, as the attacks are simply returned to the assailants. Empowerment The extend your souls reach to untap your allies full physical potential, increasing their offensive and defensive capabilities, granting them resistance towards shame as it Slows you down. Empowered Targets are able to extend this ability for a short time. This ability will persist for a limit of 3 uses until the spiritual effects wear off. Grants ally Spirit Drain. Spiritual Drain You extract the spirit of your foe transferring the energy to yourself. Shamans Embrace You gather the spiritual energy of your surroundings to heal a target. Embraced targets are able to heal others for a limit of 2 minutes. Grants ally Spiritual Torrent. Spiritual Torrent Propel your souls energy in the shape of ones self resulting in a rushing wave of spiritual energy. Deals moderate damage. Mindfulness You open up the minds of allies close to you, preventing the disorientation of their performance amplifying their truth of their performance on the battlefield. Grants Ally Mindfulness for a limit of 3 uses. Grants Ally Unguarded Soul. Unguarded Soul You utilize you spirit to project your energy to disrupt with your targets chakra network degrading their defense. Third Eye You awaken your third eye granting your allies nullification towards Psionic any mez effects, blockading them from delusion that cloud their judgment, transcending your chakra through your mastery of your spirit. Grants ally Sightless Soul. Sightless Soul You disrupt your targets spirit plummeting their senses lessening their perception Transmigration You transcend your chakra through your mastery of your spirit to move the vacant soul into its deceased body. Grants ally Spirit Transfer. Does not grant ally this move Spirit Transfer You dispense the spiritual energy of a target and imbue that energy into yourself. Earthly Detachment Your mastery of chakra had granted you the ability to depart from the physical plane, those closest to targeted ally will grant protection from any physical restraints such as mez and status protection. Grants ally Upheaval and Weaken Spirit. Does not grant ally this move Upheaval You harness the spiritual energy form the afterlife to raise the hands of enlightenment, knocking foes upward. Deals Superior Damage, has only 1 usage Weaken Spirit You extend your spirit onto a foe by sheer presence, severely plummets their ability to dish out damage on those who have departed form the physical plane. This is an auto move. Conclusion Thank you for viewing my proposal I decided to do one with a spiritual theme as I was looking for ways to increase personal motivation given these circumstances. Hope you guys enjoy this new concept for Defenders and support based AT in general, hope that the theme was enough to allow for this new approach to this playstyle. Hopefully reading through this post will awaken your spirit and unlocked new potential for this thread. I will release potential animation and effects in the future for visualization.
  14. PLOT ARMOR - You ability to escape danger is uncanny, and your luck always seems to win out when you least expect it. Plot Armor provides significant boosts to defense that allow you to completely avoid defeat, even in situations where you would seem doomed. Some powers allow you to shrug off critical wounds, narrowly avoid your demise, or even seemingly return from the dead. - Auspicious: Toggle: +DEF (Melee), +RES (DEF Debuff) You are Auspicious, allowing you far better odds in a melee engagement, much to the chagrin of your foes. While active, your Melee Defense is greatly increased, and you gain resistance to Defense Debuffs. - Providence: Toggle: +DEF (Ranged, AoE), +RES (DEF Debuff), +Perception You have prepared for all future eventualities, unable to be thwarted by anything. While active, Providence grants amazing Defense to Ranged and AoE attacks that you might otherwise not notice, and in turn boosts your resistance to Defense Debuffs and increases your Perception. - Rebound: Self +Heal, +MaxHealth You are able to Rebound from a difficult situation, providing a significant Health boost while also increasing your Maximum Hit Points ready for the next bout. After some time, your hit points return to normal. - Inevitable: +Resist (Status Effects) You are inevitable, no matter what the enemies throw at you, you always seem to advance through it. Inevitability provides an incredible resilience to all status effects for a long duration. - Lucky: Auto: +DEF (AoE), +RES (All Damage but Psionics + Toxic) You seem incredibly Lucky. Lucky improves your Defense to Area of Effect attacks and grants you resistance to Defense Debuffs. Lucky also grants you minor Damage Resistance to all damage except Toxic and Psionic. This Damage Resistance is only available as you lose Health but it improves as your HP declines. This power is always on, and permanently increases your chance to evade area of effects and cone shaped attacks. - Fortunate: Auto: +DEF (Melee, Ranged), +Recharge You are Fortunate that so many attacks seem to miss you. Fortunate improves your Defense to Melee and Ranged attacks and grants you a small boost to Recharge. This power is always on, and permanently increases your chance to evade single target attacks from any range. - Opportune (Brute/Tanker): Toggle: Self +ToHit, +Accuracy, PBAoE Taunt, Enemy -ToHit, -Accuracy Opportunities just seem to appear before you, especially when you need it most. Opportune grants you a stacking boost to your ToHit and Accuracy, depending on how many foes are within range. Not only this, but enemies seem to have an incredibly difficult time hitting you, as their ToHit and Accuracy is reduced in turn. Nearby enemies will be taunted while under the effects of this power. - Opportune (Scrapper/Sentinel): Toggle: Self +ToHit, +Accuracy, PBAoE Enemy -ToHit, -Accuracy Opportunities just seem to appear before you, especially when you need it most. Opportune grants you a stacking boost to your ToHit and Accuracy, depending on how many foes are within range. Not only this, but enemies seem to have an incredibly difficult time hitting you, as their ToHit and Accuracy is reduced in turn. - Live Again: Self Resurrect Even when everybody believes you have fallen, you just find a way to appear living once more. Live Again will resurrect you after defeat with full health and endurance, and protects you from XP debt for some time. - Serendipity: +Regeneration, Invulnerable No matter the odds, you just can't be defeated! Serendipity provides a large boost to your regeneration rate, while also making you Invulnerable, allowing you completely avoid defeat and come back stronger than before! While in this state you are unable to attack, and are only capable of affecting yourself.
  15. Scrappers of Paragon - need some advice. Simply cannot decide on a scrapper (1st) to take to fiddy. I always play stalkers, but its time. I'm torn between: Dual Blades / Energy Aura - Lady Maria Street Justice! / Willpower - WILSON FISK (no relation) Titan Weapon / Ninjutsu - Nectobo Are any of these power set combos that stand out to you experienced scrap-folk?
  16. I'm certain I could do better with sets to get better def/resists. prolly next project. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Technology Dominator Primary Power Set: Earth Control Secondary Power Set: Earth Assault Power Pool: Teleportation Power Pool: Speed Power Pool: Fighting Power Pool: Concealment Ancillary Pool: Mace Mastery Villain Profile: Level 1: Fossilize -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(3), SprWntBit-Acc/Dmg/Rchg(3), SprWntBit-Acc/Dmg/EndRdx(5), SprWntBit-Dmg/Rchg(5), SprWntBit-Acc/Dmg(7) Level 1: Stone Spears -- FrcFdb-Rechg%(A), Dcm-Build%(25), Dvs-Hold%(34), GldJvl-Dam%(34) Level 2: Stone Cages -- SprDmnGrs-Rchg/Fiery Orb(A), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(7), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), SprDmnGrs-EndRdx/Rchg(9), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(11), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(11) Level 4: Stone Mallet -- GldStr-%Dam(A), GldStr-Acc/Dmg/End/Rech(19), GldStr-Dam/End/Rech(19), GldStr-Dam/Rech(21), GldStr-Acc/Dmg(21) Level 6: Tremor -- OvrFrc-Acc/Dmg(A), OvrFrc-End/Rech(34), OvrFrc-Acc/Dmg/End(36), OvrFrc-Dmg/End/Rech(36), OvrFrc-Acc/Dmg/End/Rech(36) Level 8: Combat Teleport -- RctRtc-Pcptn(A) Level 10: Teleport -- Range-I(A) Level 12: Stalagmites -- SprAscoft-Rchg/+Dmg%(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(13), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(13), SprAscoft-EndRdx/Rchg(15), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(15), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(17) Level 14: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 16: Hurl Boulder -- FrcFdb-Rechg%(A), Apc-Dam%(37), Apc-Dmg(37), Apc-Dmg/Rchg(37), Apc-Acc/Dmg/Rchg(39), Apc-Dmg/EndRdx(40) Level 18: Power Up -- RechRdx-I(A) Level 20: Fold Space -- RechRdx-I(A) Level 22: Earthquake -- TchofLadG-%Dam(A), ExpStr-Dam%(23), AchHee-ResDeb%(23), FrcFdb-Rechg%(25) Level 24: Heavy Mallet -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(40), SprBlsCol-Acc/Dmg/Rchg(43), SprBlsCol-Acc/Dmg/EndRdx(46), SprBlsCol-Dmg/EndRdx(50), SprBlsCol-Acc/Dmg(50) Level 26: Volcanic Gasses -- SprEnt-Acc/Hold(A), SprEnt-Hold/Rchg(27), SprEnt-End/Rchg(27), SprEnt-Acc/Hold/End(29), SprEnt-Acc/Hold/End/Rchg(29), SprEnt-Rchg/AbsorbProc(31) Level 28: Seismic Smash -- Hct-Dam%(A), Hct-Dmg/EndRdx(31), Hct-Acc/Dmg/Rchg(31), Hct-Dmg(33), Hct-Dmg/Rchg(33), TchofDth-Dam%(33) Level 30: Kick -- Empty(A) Level 32: Tough -- GldArm-3defTpProc(A) Level 35: Scorpion Shield -- LucoftheG-Def/Rchg+(A) Level 38: Weave -- LucoftheG-Def/Rchg+(A) Level 41: Animate Stone -- SlbAll-Build%(A), SlbAll-Dmg/EndRdx(42), SlbAll-Acc/Rchg(42), SlbAll-Acc/Dmg/Rchg(42), SlbAll-Dmg/Rchg(43), SlbAll-Dmg(43) Level 44: Mud Pots -- Arm-Dam%(A), Arm-Dmg/EndRdx(45), Arm-Acc/Rchg(45), Arm-Acc/Dmg/Rchg(45), Arm-Dmg(46), ImpSwf-Dam%(46) Level 47: Fissure -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/EndRdx(48), Rgn-Acc/Rchg(50) Level 49: Stealth -- ShlWal-ResDam/Re TP(A) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(39), Pnc-Heal/+End(39) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40) Level 50: Musculature Core Paragon Level 50: Ion Core Final Judgement Level 50: Spectral Radial Flawless Interface Level 50: Tsoo Radial Superior Ally Level 50: Barrier Radial Epiphany Level 50: Control Core Embodiment ------------
  17. Back on Live Trickshooter posted a Probability Distortion buff/debuff set. I'd love to see the devs attempt to implement it on HC. Follow the link above to see the archive.org capture of his original thread. I'm not going to post it here because I'm not doing all the formatting and images that he included.
  18. Same rules. No enhancements, “worst” can mean whatever you like, multiple selections allowed.
  19. Upon revisiting the game I've had time to play kinetic melee a power that used to deal a substantial amount of damage until being massively reduced in the live server. I have seen and supported various suggestions on how to return kinetic melee to its former glory. However upon discussing on what kinetic can do it grew into an idea of an entirely new power. While noticing the various types of force related powersets, Kinetics (Both), Force of Will, Gravity Control, and Force Field, I had wanted to create a powerset that would be based of the 4 fundamental forces of nature, allowing for more variation in attacks. Instead of just repelling targets and dealing damage, you'd be able to harness all the forces from Strong and Weak interactions, from expanding on electronegativity, as well as manipulating gravity in a unique way that hasn't been implemented in the game. Special thanks to @Vanden for providing the icons. Introducing a new addition to force based attacks... Force Melee Force Melee allows you to concentrate sharp attacks of the four fundamental forces of matter to defeat your foes. Dealing with these forces is an unstable feat and will often substantially bombard opponents with force, leading to varying affects depending on the forces being performed as the forces that keep them intact are being used against them. It is a primary powerset for Scrappers, Brutes, and Stalkers, and a secondary powerset for Tankers. Power Tables Brute & Scrapper Force Melee is available as a primary set for Brutes & Scrappers. The following table shows which powers are available and at what level: Power Level Effect Power Level Effect Forced Strike 1 Melee, Moderate Damage (Lethal/Energy), Foe Immobilize, Slight Hold (Strong Force) Particle Decay 1 Melee, Moderate DoT (Lethal/Energy), Foe -Recovery, Slight Knockback-To-Hit (Weak Force) Fission Blow 2 Melee, High Damage (Lethal/Energy), Foe Knockback -To-Hit (Weak Force) Channel Force 6 Self: +Damage +To-Hit (Strong Force) Forced Foe 8 Melee, (Cone) Moderate Damage (Psionic/Energy), Foe Disorient, -To-Hit, Magnetic Field 12 Location (Point Blank Area of Effect), Moderate DoT (Smashing/Energy) Foe Slow, Taunt (Electromagnetism) Void 18 Ranged, (Targeted Area of Effect), High DoT (Lethal/Energy/Negative/Cold) Foe -Perception(Gravity) Electromagnetic Flux 26 Melee, Superior DoT (Energy/Lethal/Fire) Self +Endurance, Foe Slow, Confuse (Electromagnetism) Immense Mass Punch 32 Melee, Superior Damage (Energy/Lethal), Foe Immobilize, Knockback, Disorient, Slow, Confuse -To-Hit (SF,WF,EM,G) Stalker Force Melee is available as a primary set for Stalkers. The following table shows which powers are available and at what level: Power Level Effect Forced Strike 1 Melee, Moderate Damage (Lethal/Energy), Foe Immobilize, Slight Hold (Strong Force) Particle Decay 1 Melee, Moderate DoT (Lethal/Energy), Foe -Recovery, Slight Knockback-To-Hit (Weak Force) Fission Blow 2 Melee, High Damage (Lethal/Energy), Foe Knockback -To-Hit (Weak Force) Assassin's Exertion 6 Melee, Special Damage(Lethal/Energy) (Any force if you think about it) Channel Force 8 Self +Damage, +To-Hit (Strong Force) Placate 12 Ranged, Foe Placate; Self +Stealth/Hide Forced Foe 18 Melee, (Cone) Moderate Damage (Psionic/Energy), Foe Disorient, -To-Hit, Electromagnetic Flux 26 Melee, Superior DoT (Energy/Lethal/Fire) Self +Endurance, Foe Slow, Confuse (Electromagnetism) Immense Mass Punch 32 Melee, Superior Damage (Energy/Lethal), Foe Immobilize, Knockback, Disorient, Slow, Confuse -To-Hit (SF,WF,EM,G) Tanker Force Melee is available as a secondary set for Tankers. The following table shows which powers are available and at what level: Power Power Level Effect Particle Decay 1 Melee, Moderate DoT (Lethal/Energy), Foe -Recovery, Slight Knockback-To-Hit (Weak Force) Forced Strike 2 Melee, Moderate Damage (Lethal/Energy), Foe Immobilize, Slight Hold (Strong Force) Fission Blow 4 Melee, High Damage (Lethal/Energy), Foe Knockback -To-Hit (Weak Force) Magnetic Field 10 Location (Point Blank Area of Effect), Moderate DoT (Smashing/Energy) Foe Slow, Taunt (Electromagnetism) Forced Foe 16 Melee, (Cone) Moderate Damage (Psionic/Energy), Foe Disorient, -To-Hit, Immense Mass Punch 20 Melee, Superior Damage (Energy/Lethal), Foe Immobilize, Knockback, Disorient, Slow, Confuse -To-Hit (SF,WF,EM,G) Channel Force 28 Self +Damage, +To-Hit (Strong Force) Electromagnetic Flux 35 Melee, Superior DoT (Energy/Lethal/Fire) Self +Endurance, Foe Slow, Confuse (Electromagnetism) Void 38 Ranged, (Targeted Area of Effect), High DoT (Lethal/Energy/Negative/Cold) Foe -Perception (Gravity) Powers under the Weak interaction will knockback foes Powers under the Strong interaction will immobilize foes sometimes holding them Powers under Gravity will reduce movement Powers under Electromagnetism will disorient foes and will often be confused Powers These are the following powers in the Force Melee powerset Exertion Improves most Force Melee powers while active, chance to exert more force among an opponent and will greatly inflict affects (listed above) dealing greater damage. Forced Strike You manipulate the strong interaction to increase the density in you fist and binding the particles around your blow to perform a sharp attack dealing moderate damage. Forced Strike has a small chance to grant you exertion. While active exertion will hold foes in place. Recharge Fast. Particle Decay You utilize the weak force diffuse a repulsive strike onto your opponent to diverging them into pieces on a molecular level, performing moderate damage over time. Particle Decay will have a moderate chance for exertion increasing the damage. Recharge Fast. Fission Blow You deal a slow but sharp attack that divides a foe at a subatomic level, scattering them away from the caster performing high damage. Fission Blow will have a high chance for granting exertion, while you have exertion active it will deal moderate DoT. Recharge Moderate. Assassins Exertion A signature stalker attack, this deals superior lethal and energy damage on its own its a frontal attack, you deal a strike a exerts an impressive amount of force onto a target, sometimes stunning them. When used with exertion this attack will degrade a foes defensive attributes. Recharge Slow. Channel Force You bind your body by harnessing the strong force, increasing your self density, allowing you to perform more heavy and crushing blows. This greatly boosts your attacks and chance to hit. Recharge Long. Forced Foe You begin to show great mastery of the fundamental forces and begin to mobilize them through your mind. By casting a neural force on you opponent you use their own strength against them. You use your mind to perform telekinesis binding them, then uplifting your opponent in place the dispersing them backwards within a conical range of the caster, potentially colliding them onto other opponents. When used with exertion the caption COLLISION COURSE will appear above a foe dealing Moderate DoT. This attack normally deals Moderate Damage, Recharge Slow Placate Allows you to coerce a foe to cease all aggressive action. A successful placate will also hide you for a brief moment converting the caster into a intangible dematerialized state bound by raw force. However this hide will not provide a defense bonus. However it will offer an automatic exertion or an Assassins' Blow. Magnetic Field You create a large sphere of electromagnetic energy around a location nearby, attracting foes toward you as magnetic debris flown into enemies within the sphere. This levitates targets in the air for a brief moment upon use. This attack will also disorient a target reducing their movements. While used with exertion, electromagnetic pulses will infiltrate a foes neural system confusing them and attack their allies. Maintaining this attack is a taxing feat and will greatly reduce a players endurance. Moderate DoT, Recharge Very Long. Void You compress gravitational force into a single point on a target of your choosing, completely confining them in place, plummeting their mobility to escape the darkest void of space. Collapsing the fabric of reality around said target, and slowing nearby enemies in the gap of space time. Containing this ability is a difficult task and will also drain the users endurance gradually after use, leaving the player vulnerable but not devoid of regaining endurance. When used with exertion the caption COLLAPSE will appear above the foes, holding them from within the range of the attack. This attack deals High DoT, Recharge Very Long. Electromagnetic Flux You conduct electrical energy onto an opponent, this rapid rush electronegativity attracts other other substances creating miniature magnetic field (In terms of the actual attack above) around an opponent disorienting them. This strike while encased in a magnetic field not only leaves fatal blow on the target but will also confuse them after impact attack their own teammates. This attacks grants a high chance for exertion. This attack deals Superior Damage on a foe and will partially reduce the casters endurance. Superior DoT, Recharge Very Long Immense Mass Punch You harness all the fundamental forces of matter into a single devastating blow, trembling the environment itself, however Gravity is mostly at play. This attack consisting of the strong force to bind you blows to enhance your strike, the weak force to diffuse all the energy output at a focused point. Electromagnetic waves to disorient a foe on impact and Gravity to reduce their movement as it land a tremendous amount of downward force onto an opponent crushing them, warping the space around them preventing them from recovering. After an attack with a massive magnitude foes nearby might suffer from all the affects of coming in close proximity of the forces of nature. This attack will provide an automatic exertion however it can not increase with exertion. Superior Damage, Recharge Long NEW Animation and FX for Visualization Icon Power Name Animation FX Forced Strike Mental Strike Default Particle Decay Quick Strike Kinetic (Blue) Fission Blow Sweeping Cross Blue Radiation Assassins Exertion Assassins Psi Blade (Without Blade) Blue (Default) Channel Force Power Shield Blue (Default) Placate Placate Afterburner Forced Foe Propel Propel (Random Object is instead a Targeted Foe) Magnetic Field When Self (Personal Force Field) Location (Insulation Field) Dimension Shift w/ Magnetic Aura Void Siphon Power Base Portal Electromagnetic Flux Assassins Strike (Default) Ex: Assassins Blow Electricity Immense Mass Punch Atom Smasher Attack Kinetic, Caster Electric, Ground Fault Epilogue Hope you enjoy this idea of implementing force in a way that we haven't seen use before in the game, there is a plentiful amount of science involved, however I hope I introduce and displayed them in a way that was enticing and not to like an actual physics course of fundamental forces, like I said this was idea I have been having for a while please enjoy and feel free to leave a comment on what you think. Thanks
  20. Hello, Long time lurker, first time poster. We've got quite a few variations on radiation now in the game, and I saw someone posting about getting more elemental pools so you could do an ice/ice/ice scrapper for example. But what about radiation? I've cobbled this together using the pre-existing powers so obviously the numbers would need fiddling. Let me know. Some of em are possibly a little heavy-handed (meltdown on a dominator 🤯). I tried to copy the rough feel of how fire and elec works in the epic pools - for example, with Radiation Therapy feeling like a version of Consume. Let me know! Controller Proton Stream (sent power) Neutron Bomb Alpha Barrier Radiation Therapy Meltdown Dominator Radiation Therapy Lingering Radiation Alpha Barrier Particle Shielding Fallout? Meltdown? Sent Electron Shackles (AoE version - from Atomic Manipulation) Radioactive Smash/ Negatron Slam Positron Cell Atom Smasher Radiant Aura Scrapper & Stalker Electron Shackles Positron Cell X-ray Beam/ Proton Stream (sent) Lingering Radiation Neutron Bomb Mastermind X-ray Beam/ Proton Stream (sent) Neutron Bomb Positron Cell Radiation Therapy Meltdown Tanker & Brute Electron Shackles Positron Cell X-ray Beam/ Proton Stream (sent) Lingering Radiation/ Radiation Infection Neutron Bomb/ Irradiate Blaster Proton Sweep Particle Shielding Alpha Barrier Lingering Radiation/ Radiation Infection Meltdown Corruptor & Defender Negatron Slam Alpha Barrier Radiation Therapy Atom Smasher Meltdown
  21. If you were going to make a dominator that had to meet the requirement: it has to be better than a geared out fortunata... What would you select? Where would you place the annoying, no dmg, ATOs? Would you even bother? I love Dom, play mainly Dom... But lately by comparison I'm finding Fort practically more useful in today's meta. There's no time to run into mobs, unless you initiate. Casts need to be quick, or you've missed the mark. You must be able to stand in the fire. So, what would you roll? Mind savage was alright, but again underwhelming compared to Fort. So I'm at a loss.
  22. Pray a moment, and go head over water/sonicey heels for poisony vomit crey blaster boy: lucien crey He became too much to live on the family estate.. . mutilating servants, raising his tone with mother, other else aside, and worse we'rtold! To boarding school , he was sent. Well'p... with a plague on in paragon, he's home early for christmas. ! Water / sonic assault new powerset ! Looks like vomiting or throwing blood or snot or whatever you like! Seems good dmg, skill range. Everything about water seems just great. Good damage, cold is low resisted and the off component is smashing, I don't know if they fixed procs yet but there's a lot going on in water. Sonicey wise, no idea. Anything particularly good or bad in water / the new sonic assault set that stands out to you?
  23. I'd parked my tanks. In particular a staff/bio. Played again this weekend and was astounded by the aoe updates from some time ago I'd not taken time to enjoy. At 43, I could easily do +4/8 sl, toxic is a joke so Artemis people, and pretty much anything I ran into if in defensive adaptation. Not the fastest in the world for, but ludicrous levels of sustain/mitigation. It led me to look back at a parked dark/dark I have... Could anything be better than staff/bio? Do you have an !ultimate tanker! that takes advantage of the expanded aoes and target caps?
  24. It has come upon me to create fun new things for myself. Looking over my next project, I thought about psi/dark corruptor... But then looked at the debuff %S on Def and thought that might be better. Has anyone made a dark/psi that has thoughts on Def VS corr? I've dark/darked before and it's quite effective, but I'm not a fan of dark blasts lineup. You could use ice for recharge defuff, but psi looks far nicer, and has a good range amongst its powers I feel. Feels like corruptor would obv do more damage, but would lose much of the secondary effect - importantly perhaps to a point where they're rendered middling or ineffective at higher levels?
  25. NO ENHANCEMENTS! Same rules as before: “Worst” in however you interpret this to mean. Multiple selects are allowed if needed.
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