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About Me

Found 38 results

  1. 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 Default 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
  2. 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?
  3. Same rules. No enhancements, “worst” can mean whatever you like, multiple selections allowed.
  4. So! one of the biggest issues faced when creating new powersets is the difficulty faced introducing new assets to the game, which is why many of the newer powersets are created from existing assets that are already used in other powersets (Such as Savage Assault, Ninja Training and Radiation Melee). In order to produce new powersets, it seems most likely that they would be created from what we have already, which is why we've seen many more Manipulation and Assault sets than any others (since they are mostly formed from existing powers). So with that in mind, I was pondering what other powersets could be engineered from the assets already available, effectively 'recycling' them into new forms. I had a couple of crude ideas that I've listed below, they are in no way a working product, more a proof of concept that could hopefully inspire a new arsenal of powersets that could be introduced in one way or the other. The aim of the game is to use as much existing material as I could, so they would seem plausible to implement at the least, and entirely possible at the most. Earth Blast You are able to 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 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
  5. 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
  6. 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.
  7. 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?
  8. 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?
  9. 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?
  10. NO ENHANCEMENTS! Same rules as before: “Worst” in however you interpret this to mean. Multiple selects are allowed if needed.
  11. Hello: I would like to suggest the idea of FREE FORM archetype. But not quite free as it sounds....I suggest to make a melee, range, support, controller/dominator free form between the same Archetype. Be able to choose any power of the tankers power sets, brutes power sets, defenders power sets, etc. For example, get 2 powers from Super Strength set, 3 power from Martial arts set, 1 from energy melee set, etc. It would be nice to get the favorites powers of our favorites powersets. What do you think? Greetings!!
  12. Just have a handful of Powerset ideas to share, not greatly fleshed out, but that I would love to see possibly added! P.S. I didn't add any recharge rates, since they'd be in-line with all other equivalent powers. Sonic Armour/Aura Sidearm Training: Power Pool Set Arcane Blast Mystical Aura
  13. 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.
  14. Ok I realize this may not necessarily belong in the general thread but I did not want to post this three times and I figured if I posted this in either the Blaster, Corruptor, or Defender forums then I would get biased answers on each side. I mained a Controller and a Tank on retail/live and am very interested in playing a character that is more blow-em-up than those two. I am very interested in water blast and radiation/whatever the blaster version of radiation is called (can't remember at the moment and am typing this on my phone while at work 🤫). Atomic? I am relatively newly back and still do not have a 50 here on Homecoming. Pretty much like everyone else I want my cake and to eat it too so I want a character at max level with that theme to be able to solo just about anything I want, while also being a great asset to any team. I want to do massive damage while not dying every time I look at a mob funny. A bonus would be to have a character that is a perfect compliment as a duo with my friend (he doesn't have a main yet either...this is more of a general statement of a toon that would be good in duos). As I see it the three ATs already mentioned could all be more than fine if built in certain ways. Each could be equally as fun and I realize that in a lot of ways this is "six of one / half dozen of the other." One last thing to note before I throw out my specific questions...I intend to shy away from melee attacks; which I understand might detract from some strengths of rad but I just feel like playing more at range when possible. All of that lengthy preamble out of the way, this is what I am turning to the community for advice on: Water Blast and Radiation/atomic(?) 1. With those power sets in mind, which AT shines the most at 50? --Blaster? --Defender? --Corruptor? 2. Will it be more effective end-game to slot for overall damage output on one versus overall survivability on another? In other words, which can squeak out the most of each? Thanks to everyone in advance, I am really looking forward to the inevitable contrasting views....convince me! Edit: I totally realize I will be getting biased, opinion based answers....I just didn't want to post in a place where I already knew the answers I would get 🙃
  15. i'd like to see the forums cleaned up a bit too, like out of date builds archived, a build subforum for each AT at least, but ideally per primary set for each AT if possible, then when someone asks if there's a build for Primary/Secondary, they can see it right away in the AT Forum that they want a build for. and future builds can be added as each player makes one. thus making it easier to see what's been tried vs not for those willing to provide their builds
  16. This is an idea to actually fill a spot that I see like a deep hole in City of Heroes now. There is no actual way to create a "Nova" (marvel) kind of character, or "Cannonball", or even Namor/Superman and any other flying+melee character from comics (there are so many examples possible, it's like 30% of superheroes are like that), let's say the "human missile" character. What makes it impossible to recreate it is mostly this: all AOE attacks that could make it seems you're using super strength (like Foot Stomp, Tremor, Atom Smasher and many many others) are all GROUND ONLY, therefore is a big NO-NO to flying characters and it makes impossible to create a strong flier (and pve without a single aoe is really slow, you need at least one, more so if you're a melee tanker which is surrounded by mobs even when playing alone, to use its resistance). The only sets that have something usable for that (excluding of course weapons of all sorts) are Psionic Melee (if you try to avoid the swords, which is already close to impossible due to the strongest attack being one, also it forces you to use "telepathy/mind control" when taunting) and Electric Melee (where you are forced to transform into a lightning to dash into enemies, and nobody would put it aside for Spring Attack, the cool-down and damage difference is far too great to ignore) The others are martial artists or weapon masters or visually or mechanically nor fit for either Hover or a "generic punching hero" (or even bugged when using Hover, I reported some of those with screens/video months ago) ... It's like City of Heroes at the moment forces you to be Hulk if you want to be strong, either with Rage mechanics or grounded-only AOEs that make the whole sets non-hover usable. At the moment Homecoming got all kind of sets with energies and elements and strange powers ready to be used (and I bet you even have difficulties imagining new ones since we got it all already, even Venom is possible to imitate with several different power sets), and yet we still cannot create a simple "flying-strong" character but just grounded Hulks? Well this is my suggestion for you, you still lack an Explosive set and a generic-melee flying-friendly set that's not a martial artist and that actually contains a decent AOE and a rare dashing ability would fit well (Spring Attack revised for the set) would be great in it (it would help to make the set "special", and Spring Attack is ready to be cloned, upgraded and included in a set and it functions already for both grounded and flyers chars). SOLUTION: a version of Super Strength or an "Explosive Punches" or "Cosmic" that has one decent AOE similar to Thunderstrike or Tremor (the animation is perfect to simulate strength and it's used by the Troll boss Atta for that specific reason and the slow animation is only bad when it's single target like in Energy Melee, but Thunderstrike and Tremor which are AOE are amazing with that cause you always hit someone after the slow animation, even if the one you targetted is dead in the meantime) and a version of Spring Attack with cooldown in line with similar dashing/AOE attacks, the animation is already perfect as it is, also while flying (it seems like the hero is launching himself like a missile, crashing on enemies and knocking them down). Shield, Savage and Electric already give you a dashing ability that explode AOE on impact, I think you can add another one which does the same but with Spring Attack's animation (and I suggest to NOT buff the actual Spring Attack available in pool powers since it would just make every player out there get another AOE, which doesn't solve anything or even gets things worse). No, we need imho a version of Spring Attack included in a specific Power Set built to include that (like electric, savage and shield do). I'd say such set should be very similar to Electric Melee in its function (single target melee attacks, Thunderstrike/Tremor AOE and final Spring Attack/Lightning Rod dashing AOE) with some differences of your choice, personally I don't care for details just that you create it to make it possible the creation of simple strong+flying superheroes. The name "Impact" (or Impact+ something else added of your choice) is perfect for a reason: it permits you to create a Power Set with "Explosive punching/hands" (Cannonball and aoe Cosmic alternatives to single-target specialized Energy melee) but with also a "no effects" version (to imitate a simple strong character), and the name would fit in both ways (Impacting punches can either come from a form of strength or energy or the missile-style dashing T9 power etc.), leaving the choice to the player if he wants the explosive energy on its hands or not, but the impact feeling on the opponents should remain the same. You can easily get animations from other sets, Tremor would be perfect as it is if you just made it Hover-friendly (no-grounded only), Spring Attack for the AOE/dash, and for single-target attacks there are many animations usable from other sets that can give you an "impact" feeling or even simple punches (a single target version of cross punch for example wouldn't be bad, in fact I would avoid cones for the set since it would have two aoes already and the game's got Titan Weapons as "strength" cones specialist already). This set would also be a viable "solution" for peoples who dislike the Rage mechanic (which is again, very Hulk-like and not in tone with Nova/Cannonball/Namor/BlackAdam/Superman clones) pretty much. Imho it would get very popular very fast, cause it fills a gap that I'd say it's laughable since the comics are filled with such characters, the simpler comics character one can imagine is the flying-strong one and yet it's the most difficult to create or even impossible at the moment. Another possible solution would be to render Tremor simply usable while flying, that would make peoples able to imitate Super Strength (like Atta does) and the set I described by also using Spring Attack with TONs of recharge sets and Fighting punches from pool powers, ignoring everything else from Stone Melee apart from Taunt (as you can see, it's very very difficult for a non-min-maxer and yet not very effective/under balanced due to pool powers being weaker, which is why I think an entire Power Set is needed to just fill the spot). A solution you shouldn't consider instead is to change Super Strength to fit this idea, cause it's actually perfect to create "Hulk/Heracles" style characters, so you should leave it like that and just create something that can fill the flying-gap (with explosive hands + no effect you'd have the excuse to do a 2nd Super Strength without Rage, with Spring Attack + Tremor which opens up several melee characters possibilities). If anyone found another solution I would be all ears and grateful, but I doubt it since it's like months I'm trying to create a simple character like that and I'm never satisfied with the result.
  17. Is there a reason that Scrappers still don't have Super Strength and Energy Melee? All other melee powersets now appear to to be shared between the 4 Melee ATs but these 2 are still missing on Scrappers. Is it a balancing issue? I think both would be really fun on a scrapper.
  18. A few things I’d like to say before we get to this: 1) I posted this under archetypes because I wanted more than just masterminds to respond to this. I also wanted others who saw a mastermind on their team to give input. Which powersets make you groan or feel sorry for them? Which powersets make you get all excited and expect great things from them? 2) Don’t think of any specific combinations of powersets, or any specific roles. Which powerset just tends to be the “best” overall? Ones that could really go well with any role at any moment? Ones that don’t flop or make you want to kick them off your team? In the event that you cannot choose just one, I have enabled the option to select multiple powersets for both polls. http://www.strawpoll.me/20247277 Primary http://www.strawpoll.me/20247291 Secondary http://www.strawpoll.me/20247917 I missed some secondaries in the one above http://www.strawpoll.me/20252247 Should be fixed now IT IS POSSIBLE TO SELECT MULTIPLE POWERSETS FOR BOTH POLLS DO NOT THINK OF ANY SPECIFIC COMBOS OR ROLES; JUST IN GENERAL
  19. I was in another thread talking about issues with the Teleport Travel power. The discussion there is about the need to extend the hover protection for lag and to decrease hover tar. There were three main ideas: extend the time but make it self-cancel upon movement (possibly through the use of a pseudopet), decrease flight speed of the hover and eliminate the movement penalty, and make TP a secondary power for a hover toggle. That discussion should continue in that thread. This thread is mainly about a realignment of the TP power pool. There are several major issues, one is the fact that Recall Friend is not that good of a power, and is completely useless if one takes Team TP. Another is the lack of an attack or a defensive power. There is also a lack of an offensive power. How can this be handled? My suggestion would be to remove Recall Friend and replace it with a defensive TP power. What would that power look like? There have been several types of ideas that have come up over the years. One is a simple short-range TP with minimal animation time, short range, and low endurance cost. There is also the possibility of adding a 15-30s non-stacking defensive buff to the power to give it similar stats to combat jumping. A different way to approach this would be to not have a TP power per se, but a displacement toggle. This would mean that you are constantly teleporting and thus making yourself more difficult to hit. This would include a minor universal movement bonus, but it would not give you the Nightcrawler feel. As per the offensive ability, I think that TP Foe does cover that to an extent. Some consideration may need to be given to adding a small fear or disorient effect to the power, or some damage. But I think a better way to go would be to double the range and make it like confuse, a power that does not generate aggro. That way you could gently pluck enemies one at a time and isolate them for slaughter. This is just the seed of a discussion, and I think the community could come up with a reasonable problem for dealing with this Casa de la Familia set (a set that is very popular despite being incomplete and in major need of renovation)...
  20. Hello again Tanker folks! After leveling up a few Tankers these past months, Invuln/SS, SD/DM, WP/Elec... I recently made a DM/Bio scrapper, and I have just been dumbfounded by the survivability... which made me think, wouldn't this be amazing to try out as a Tanker primary?! So of course, now I must surrender to my altitis and make it happen. Only problem is I am having trouble deciding on what to pair it with. I try not to duplicate combos if I can help it, or use the same set too often... so that said, these are some of the sets I am considering, and I was wondering what folks thought would be the most effective/fun combo: Claws Savage Melee Stone Melee are my primary considerations. Super Strength Titan Weapons Battle Axe War Mace are also possibilities, though not favorites. Any suggestions on which or why would be much appreciated!
  21. I don't see why its not an option and i think it be cool to have.
  22. 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 ( Porting Water Blast to assault with some melee. Not really flushed out. Infernal Assault ( Whips and hell unleashed. Assault Rifle/Beam Rifle Assault ( Combining Assault/Beam Rifle attacks with melee attacks using the butt of the rifle. Rifle Assault ( That rifle has two ends donchaknow... Shotgun Assault ( 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 ( Another take on the Assault Rifle, a little more on the ranged end, and no using the butt... Bio Assault ( Simply disgusting. Street Assault ( Street Justice Melee combined with metal chain attacks. Gun Fu ( Street Justice Melee combined with Dual Pistols. Kinetic Assault ( Kinetic Melee with a dabble of range. Rock Blast Assault ( An assault set from the Age of Aquarius. Unfortunately the Sandman has yet to Enter (no sleep?)... Vampiric Assault ( A set you can really sink your teeth into. Hellfire Assault ( Whips and hellfire. Bladestorm ( Anime-style ninja mastery to almost comic proportions. Ranger Assault (19.09.15..6.37.01): Arrows and swords. Beam Assault ( A sword that shoots lasers. Dual Gunblade Assault ( Dual blades + Dual Pistols = Quadruple Deadliness! Weaponized Assault ( 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.
  23. 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. It is all about the Power of Rock!!! Vorpal Blast (2019. I know, Vorpal means extremely sharp, but in CoH it means teleportation attacks! Power Armor (2019. "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.
  24. 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 ( A flexible take on Spines. --set is not described in post, but linked to via Google Docs-- Toxic Melee ( Toxic damage in a spineless melee set. Bio Melee ( An AoE-centric melee set that combines Lethal/Smashing/Toxic damage for a toxicly lethal smash. Volcanic Melee ( Heat and smashing damage will literally melt your enemies faces. More AoE than Fiery Melee, with different mechanics. Reaper Scythe ( A new take on battle axe that really reaps rewards when attacking higher level foes. Astral Guardian ( Astral projection that packs a punch. --set is not described in post, but linked to via Google Docs-- Psi-Blade ( Occam's Razor eat your heart out! Telekinetic Melee ( Telekinetics with melee range and a mage-hand feel. Mental Melee ( Really getting into the minds of your opponents. Single-handed Spear ( Stabby-stabby-pokey-pokey. Multi-Limbed Melee ( Four arms are better than two! Martial Prowess / MMA ( A mix of current martial arts sets for a different feel. Rapier Melee ( Dibs on the name Inigo Montoya! ST focus with rapier-quick wit and attacks... Vampiric Melee ( When you just wanna say, "bite me." Gravitic Melee ( A really heavy concept. Just remember the inverse square law... Daggers Melee ( Et tu Brute? Temporal Melee ( 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. -----
  25. 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.
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