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Found 10 results

  1. This is currently a theory-build. I wanted to see how strong of a stalker build could be created using Stone Armor while not sacrificing too much from my offense. This is not a proc-heavy build so it will not have the offensive capabilities of my previous Energy/Energy/Mu Stalker I built last year. Instead, this has more traditional high-end slotting, such as Winters and Purples. Here is a summary of the build: Pros: Perma Max HP 400+% Regeneration (35.4 HP/sec) Softcapped Defense for S/L/E/N/P: all 51+% Hardcapped Resistance for F/C/T: all 75% Perma-Hasten (188.75% Global Recharge) 75% Global Accuracy (All attacks hit +3 enemies 95% of the time) Two AoEs (Power Crash and Ball Lightning, useful for BU proc) Solid Debuff Resistances (41.5% DDR, 69% End/Rec Drain, 60% Perception, 80% Slow) Two Performance Shift Procs +2.85 End/Sec (not factoring in PS procs nor Panacea proc) Cons: Only 27% F/C Defense (but hardcapped res) Only 49% S/L Resistance (but softcapped def) Only 19% E/N Resistance (but softcapped def) Only 20% Psi Resistance (but softcapped def) Not Proc Heavy (Only purples and FoTG) No To-Hit buffs (Capping the damage for Zapp will be done with Build Up) Build:
  2. What: Solid Stone (Stone/Earth Superteam) Where: Excelsior (first meeting under Atlas) When: Sundays at 8pm Eastern/5pm Pacific US (first meeting on 9 January) Who: The Justice Superteamers (the folks behind the Justice TA, Traps, Radiation, Blades, Earth, Gun, Darkness, Time, Water, Indomitable Sonic, and Excelsior Nature, Knockback, Electric, Thermal/Cold, Dark, TA, Guns, and Poison Superteams) Why: FUN, fortune, and glory! The Justice Superteamers run many projects to leverage the power of stacked (de)buffs and explore common themes to accomplish things that a random group could not. Come join us on Excelsior for our Solid Stone Superteam where we'll leverage the power of the earth to crush our foes. Long time vets and new players are all invited as we focus on fun with other friendly players. Power/Build Requirements: Must have one of the following Earth/Stone themed power sets: Earth Control, Earth Assault, Seismic Blast, Earth Manipulation, Stone Armor, or Stone Melee; bonus points for 2 of these sets. Required Powers(slotting): Maneuvers (2 slots worth of Defense enhancements by level 20). The following are suggested, but if you can't fit them all in, not required: Assault Tactics Other team-focused powers are great too: Vengeance, Victory Rush, Weaken Resolve, Spirit Ward, and Teleport Target are always useful. You're welcome to make use of your other build if you'd like to maintain a solo, PVP, or non project compliant build. Miscellaneous Details: Our first meeting will take place Sunday, Jan 9, 2022 at 8pm EST/5pm PST under the Atlas statue on Excelsior. Feel free to show up fresh from the tutorial (or even skip it). We'll be coordinating the group through use of a global channel named "Justice Superteamers". Everyone participating on this team must join the channel. (/chan_join "Justice Superteamers"). We have a Justice Superteamers SG with a fully functional base. Solid Stone members are welcome to join the SG and anyone is welcome to use the public base amenities with code: JST-19564. We also have a Discord channel for out of game and voice communication. We'll start in Paragon with some DFBs and KR scanners/banks, but will eventually make ourselves vigilantes/rogues so we can enjoy what the Rogue Isles have to offer. We'll be focusing on PVE content (Task/Strike Forces, Contact Arcs, Tips, the occasional newspaper/scanner, etc). There is no limit on the number of people that can join us. This isn't going to be a fixed group of 8; the more, the merrier. Feel free to show up late, roll a 2nd alt, etc. Super-Sidekick makes teaming incredibly easy. If you already have a character that fits the theme of this team, or won't be able to join us at the start of this team, don't worry; we'll accept you at any level, any time. Just note that if you're significantly beyond the rest of the team in terms of level, you should expect to exemplar down to the rest of the team most of the time. If you have any questions or suggestions, feel free to post here or send a /t or email to @Perfect Square, @Hedgefund, or @EF in-game.
  3. Stalker shadow clones with Stone Armor somehow have Mud Pots. Looks like they are emulating old school stone armor rather than the stone armor set from the stalker. Here's a screenshot to show you what I mean.
  4. I had originally explored Stone/Ice ungranite back before the buffs, and had been quite enjoying her even before the latest update! We had a great discussion in this thread: The new buffs presented an opportunity for me to reoptimize, pulling more damage and overall survivability out of the leg room provided. I also decided to drop the idea of chasing incarnate caps on defense, and focus instead on a broader resist base, allowing defenses to hover at ~50% across the board. As @Sovera pointed out to me, the sort of content that might benefit from incarnate softcap numbers will likely come with some other buffs/debuffs as well, and working more from the middle ground allows more room to benefit from these effects. The build will otherwise be rock solid in all other content as is. If you have the current mids build you can pull this up, but note that it erroneously gives stone skin psi defense, so that stat should be more like 53%. Proc damage is also not being calculated properly. Otherwise, defense and resists should be accurate for your review. I'd like to share the build both for anyone who may be interested, and also to invite a few questions regarding my goals and how I have achieved them. Build: For those of you without the latest mids, here are some relevant totals: Note that Mids still isn't allowing combat jumping and rooted on at once, so the effects of rooted are not shown here. Here are my goals with this build: Shore up E/N, and Psi resists as best I can without sacrificing damage. Maintain enough S/L resist for 1-2 ATO stacks to cap me out. Enough recharge to avoid using Frozen fists single target. High slow resists. I have achieved most of these to my satisfaction, but those E/N resists are still pretty lacking, and my S/L is just a little shy of where I'd like it. I see spots where I can juice one or another, but feel like I'm tugging at each end of the rope at this point. You will see that I have boosted a few sets here and there, but not across the board. Mostly these are in powers that really need the extra enhancement for slot value, and with set bonuses that won't be super relevant when exemplaring, but quite useful in higher content where they will still be enabled. End management so far is good with this setup! I have been considering Swapping Taunt for Physical Perfection with a perf shifter proc, but so far I prefer the utility of Taunt. I think I can deal with the blue well enough, even running Focused Accuracy. What do you think? Any insight into where I may be missing key E/N resist or S/L opportunities without eating into these other goals?
  5. I like the combo but just need help with a build since I have always been terrible at it. Any help is greatly appreciated!
  6. Stone hasn't had a bunch of love as an armor set. Especially since Granite is essentially the Gold Standard for dang-near-unkillable. Figured I'd see how tough one could conceivably build a Stoner without Granite. And I'll start it off with this entry. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Stone Armor Secondary Power Set: Spines Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Rock Armor -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(3), ShlWal-ResDam/Re TP:50(3), Rct-ResDam%:50(5) Level 1: Barb Swipe -- SprGntFis-Acc/Dmg:50(A), SprGntFis-Dmg/Rchg:50(5), SprGntFis-Acc/Dmg/Rchg:50(7), SprGntFis-Dmg/EndRdx/Rchg:50(7), SprGntFis-Acc/Dmg/EndRdx/Rchg:50(9), SprGntFis-Rchg/+Absorb:50(9) Level 2: Lunge -- SprBlsCol-Acc/Dmg:50(A), SprBlsCol-Dmg/EndRdx:50(11), SprBlsCol-Acc/Dmg/EndRdx:50(11), SprBlsCol-Acc/Dmg/Rchg:50(13), SprBlsCol-Dmg/EndRdx/Acc/Rchg:50(13), SprBlsCol-Rchg/HoldProc:50(15) Level 4: Stone Skin -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(19), RctArm-ResDam/Rchg:40(21), RctArm-ResDam/EndRdx/Rchg:40(21), StdPrt-ResDam/Def+:30(23), GldArm-3defTpProc:50(23) Level 6: Spine Burst -- ScrDrv-Acc/Dmg:50(A), ScrDrv-Dmg/EndRdx:50(25), ScrDrv-Dmg/Rchg:50(25), ScrDrv-Acc/Rchg:50(27), ScrDrv-Acc/Dmg/EndRdx:50(27) Level 8: Earth's Embrace -- DctWnd-Heal/Rchg:50(A), NmnCnv-Heal/Rchg:50(29), UnbGrd-Rchg/ResDam:50(29) Level 10: Taunt -- PrfZng-Dam%:50(A) Level 12: Mud Pots -- SprMghoft-Acc/Dmg:50(A), SprMghoft-Dmg/Rchg:50(31), SprMghoft-Acc/Dmg/Rchg:50(31), SprMghoft-Dmg/EndRdx/Rchg:50(31), SprMghoft-Acc/Dmg/EndRdx/Rchg:50(33), SprMghoft-Rchg/Res%:50(33) Level 14: Rooted -- DctWnd-Heal/EndRdx:50(A), NmnCnv-Heal/EndRdx:50(33), Pnc-Heal/EndRedux:50(34) Level 16: Ripper -- ScrDrv-Acc/Dmg:50(A), ScrDrv-Dmg/EndRdx:50(34), ScrDrv-Dmg/Rchg:50(34), ScrDrv-Acc/Rchg:50(36), ScrDrv-Acc/Dmg/EndRdx:50(36) Level 18: Brimstone Armor -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(36), RctArm-ResDam/Rchg:40(37), RctArm-ResDam/EndRdx/Rchg:40(37) Level 20: Build Up -- RechRdx-I:50(A), RechRdx-I:50(37) Level 22: Crystal Armor -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(39) Level 24: Kick -- FrcFdb-Rechg%:50(A) Level 26: Minerals -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(39) Level 28: Impale -- SprWntBit-Acc/Dmg:50(A), SprWntBit-Dmg/Rchg:50(39), SprWntBit-Acc/Dmg/EndRdx:50(40), SprWntBit-Acc/Dmg/Rchg:50(40), SprWntBit-Dmg/EndRdx/Acc/Rchg:50(40), SprWntBit-Rchg/SlowProc:50(42) Level 30: Tough -- RctArm-ResDam:40(A), RctArm-ResDam/EndRdx:40(42), RctArm-ResDam/Rchg:40(42), RctArm-ResDam/EndRdx/Rchg:40(43) Level 32: Weave -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(43) Level 35: Quills -- SprAvl-Acc/Dmg:50(A), SprAvl-Dmg/EndRdx:50(43), SprAvl-Acc/Dmg/EndRdx:50(45), SprAvl-Acc/Dmg/Rchg:50(45), SprAvl-Acc/Dmg/EndRdx/Rchg:50(45), SprAvl-Rchg/KDProc:50(46) Level 38: Throw Spines -- SprFrzBls-Acc/Dmg:50(A), SprFrzBls-Dmg/EndRdx:50(46), SprFrzBls-Acc/Dmg/EndRdx:50(46), SprFrzBls-Acc/Dmg/Rchg:50(48), SprFrzBls-Dmg/EndRdx/Acc/Rchg:50(48), SprFrzBls-Rchg/ImmobProc:50(48) Level 41: Maneuvers -- LucoftheG-Rchg+:50(A), LucoftheG-Def:50(50) Level 44: Conserve Power -- RechRdx-I:50(A) Level 47: Physical Perfection -- PrfShf-End%:50(A), PrfShf-EndMod:50(50) Level 49: Hasten -- RechRdx-I:50(A), RechRdx-I:50(50) Level 1: Brawl -- Acc-I:50(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Run-I:50(A) Level 2: Rest -- RechRdx-I:50(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- Pnc-Heal/+End:50(A), NmnCnv-Regen/Rcvry+:50(15), Mrc-Rcvry+:40(17) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A), PrfShf-EndMod:50(17), EndMod-I:50(19) Level 50: Agility Core Paragon Level 50: Diamagnetic Core Flawless Interface ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1470;685;1370;HEX;| |78DA6594C94F13511CC767DAA958A06C65DF5B96D22295AA7763044D8426188CD7A| 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  7. Good evening! I have a character whom, for thematic reasons as well as practical preference, is just not going to suit Granite armor. I know Stone can still be pretty tough without, and I'd like to pair it with /Ice this go-round, as I've had my eye on Frozen Aura fun for a while. Although I've played plenty of tankers, I've never actually built Stone/ or /Ice before. I've put together this build looking at others I have seen around the forums, but would really appreciate input on any oversights or optimizations you may see! The goals I have aimed for here: - Close-enough to incarnate softcap S/L defense (55.7 currently) - As much S/L resist as I can squeeze in without sacrificing much offensive power. - Aggressive recharge slotting to cycle FA/Ice storm and my better ST attacks. Areas I am not totally happy with: - 5% shy of incarnate softcap E/N defense. Workable for sure, but would love to find a way. Maybe barrier? I feel like I may end up needing Ageless. - Endurance management. I am used to playing hungry builds on the edge, but I know this one is a little unbalanced on consumption. Not sure if I want to lean on Ageless - would be nice to be able to run Barrier. - Not capped on S/L resist, although close if we account for ideal tanker ATO proccing. - No Taunt! I like Taunt - it's convenient and has good IO sets. I could drop ice epic and go to Energy. I like the purple slotting opportunities and theme of ice though. My general tanker playstyle is very aggressive, bounding forward to new spawns as soon as I feel like the situation is manageable behind me. When the new issue hits, I'll likely swap Speed of Sound for teleport pool and the new combat teleport power. Otherwise using ninja run/whatever for travel. Rooted so far is really annoying and I'm not sure how it justifies its speed penalty, but here we are.
  8. I understand a change like this is likely to be unfavorable amongst some players, and I would like to preface it with a statement: This is just some theorycrafting over a development decision that has become a little outmoded, and what we can do to address that. Okay, so to keep it short, Granite Armor kinda sucks. Not because it has poor defense values, but because it invalidates a lot of the power picks you made along the way. I for one would love to play a Stone Armor character where I didn't have powers that were once useful being rendered into slot mules with no active role in my gameplay. Granite Armor feels disjointed from the rest of the powerset, and this may be down to the visual element of the powerset. The appearance of Granite armor is that of a huge devouring earth mob, which as you could probably tell, looks rather different to the stone textures from other powers. Having huge chunks of rock from the other powers in Stone Armor tend to look rather strange when placed on the Granite Armor model, which is likely why the original developers thought to make it disable those powers. So how do we address this? simple- we change the Granite Armor model. What to you might ask? Well I'm sure many people wouldn't like to part with the idea of turning into a giant stone monstrosity, which is why I propose using the three different models of Stone Golem available in the Animate Stone power of Earth Control (Standard/Lava/Crystal) and then scaling the model to be 2x or maybe 3x bigger to recreate the colossal nature of Granite Armor. Now we have a model that works well with the rest of the Stone Armor powers, so the restrictions to what powers can be active at the same time can be lifted... however! having all these powers at the same time now means that your defense/resistance values will go through the roof, so there has to be some sort of compromise in order to level things out: It would perhaps have to work as a click power like other T9 powers, with similar values and recharge time. Of course, this would mean the ability to go around with Granite Armor active indefinitely would be lost, but the overall value of the powersets other powers would increase. Hopefully with a Granite Armor model that compliments the rest of the powerset, and a few tweaks and changes to its functionality, the entire powerset can behave more in-line with the rest of the armor/aura powersets that it has been struggling to compete with. However, given that these changes can change the very dynamic of the powerset, I propose that the old and new Granite Armor abilities become separate powers if possible (much like Practiced Brawler/Master Brawler in the Sentinel version of Super-Reflexes) and restrict the player to picking which version they would rather have. I have heard that the Homecoming team said that they are trying to avoid this kind of mechanic in future powersets, but I think that this situation it would serve well as an 'old vs new' choice available to players. EDIT: Here is the proposed 'option 2' for the multiple choice T9 based off Practiced/Master Brawler. Ore Armor: Click: Self +Absorb, +DEF (melee, ranged, AoE)When you activate this power, you encase yourself in an armor made out of metallic ores and minerals, granting you increased defense and significant damage absorption. In addition, when selecting this power you gain additional secondary effects to some of your other Stone Armor powers. Rock Armor grants resistance to Knockback, Repel and Immobilize. Brimstone Armor grants defense to fire and cold damage, and resistance to hold. Crystal Armor grants resistance to energy and negative damage, and resistance to endurance drain. Minerals grants you resistance to disorient, sleep, fear, taunt and placate. When you select this power, you cannot also choose Granite Armor. (this power would by default have the visuals of Animate Stone and its three different FX themes)
  9. Personally, I like Stone Armor as a set, penalties and all. Sacrifices for Survivability, I accept that and I enjoy that it offers a very unique approach to builds. However, there is one limitation that I can't stand, which is to only offer status protection in Rooted and Granite Armor, both powers result in crippling movement penalties. To allow for folks who want to build a Stone Armor character with the option of not being penalized by movement restrictions, I would propose removing the status protection from one of either Rooted or Granite Armor, and move it to Earth's Embrace, which would provide the same status protection values but for only 120 seconds. This would allow a character to use the other armors in the set for protection while also provide status protection without being weighed down (literally) by either Rooted or Granite Armor. It would also greatly expand the build options for Stone Armor, which I think is a good thing. So above, I provide 2 poll questions on this topic, but also feel free to provide feedback.
  10. When CoH launched back in 2004 people were literally in awe whenever they saw a 2 ton chunk of sidewalk teleporting or walking around to save the day. They could sit in the thick of it and go cook dinner, while other tanks had to be more active. Granite was essentially god mode back in the day, bar few enemy types, a Granite tanker was not dying. That was balanced out by being nigh unmoveable. It couldn't run, jump, or fly. Its powers suffered a huge debuff to recharge speed and damage output, so it wasn't killing anything either. But it excelled at holding agro, and taking the hits the rest of the team or raid couldn't. *ED came by and nerfed everything across the board, this (rightfully) took away a Stone Armor tanker's immortality with Granite Armor, but the massive debuffs persisted as it could still out tank everything else. *IO's came by, and made it so other tankers or brutes since they had been introduced when CoV launched could build themselves to be nigh unkillable gods, Stone Armor over the years saw a massive reduction in the number of people playing the powerset as overcoming those limitations the set had since launch became a waste of time when someone could turn an Invuln tank or the recently added Willpower tanks into gods. *Incarnate content came by, and all the powersets further benefited, leaving Stone tanks to collect further dust. As just about anyone is aware the standard rule of thumb, is that people almost will not play a Stone Armor character without a Pocket Kin. Given all that, what I would suggest, which in order of priority.... 1. Let Stone Armor Tankers in Rooted or Granite jump or fly. The limitation to do so is kind of silly considering we are all superheroes, what's to say a Rock Golem can't fly? Maybe a magic spell was placed on them that let's them , or they have some really advanced rocket boots? With the new addition of Force of Will, I think Mighty Leap would be a great fit for a chink of sidewalk landing on a mob of 5th Collumn flattening Nazi's left and right. 2. Let's ease up the -damage (which is -30%, I mean why would getting punched by something weighing 2 tons cause less damage? The weight alone should crush its puny target). 3. Let's ease up the -recharge (which is -65%, hasten is a +70%, so you get slightly better than baseline recharge with hasten running, perma hasten is pretty much impossible in Granite as well). Perhaps we have a -50% speed debuff on Granite/Rooted (perhaps 25% per power) paired with a -30% recharge reduction, which is still a significant overall debuff to a player, albeit less severe than the current debuffs. Like I suggest, the first proposed change would basically be for thematic purposes and doesn't really effect combat, just gives players more choices on how they get around. The other 2 would have an impact on combat, but I think in the age of IO sets and incarnate content, these would make people enjoy playing the powerset more, but not completely break the set outside of a reasonable balance. Any thoughts?
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