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Posted (edited)

I've yet to investigate servers other than Homecoming, but I am pretty sure there are others on which these are already a thing.

 

A few notes:

 

Some of these sets do enhance attributes that not all resurrection-powers have (much as many - too many, IMO! - Endurance Modification sets already do the same).

 

If something says "Endurance" alone, that means "Endurance Reduction", as opposed to "Endurance Modification".

 

I don't claim to be good at precise numbers, so instead I use a broader code of "+"es to indicate roughly how good the set bonus is.

 

Also, I should explain my personal shorthand that will be seen below, although many might find it self-explanatory:

"Physical" = Smashing and Lethal damage

"Thermal" = Fire and Cold damage

"Power" = Energy and Negative Energy damage

"Life" = Psionic and Toxic damage

 

“Jump-Start” (Resurrection, Uncommon)

Image: jumper-cables

- Healing/Endurance Modification

- Endurance/Recharge

- Endurance/Recharge/Range

 

Set Bonuses:

#2: +Power Defense

#3: +Endurance

 

_ _ _

 

“Revenance” (Resurrection, Uncommon)

Image: a hand bursting from a grave

- Healing/Endurance Modification

- Recharge

- Healing/Endurance Modification/Recharge

- Damage/Resistance

 

Set Bonuses:

#2: +Life Resistance

#3: +Damage

#4: +Regeneration

 

_ _ _

 

“Take A Mulligan” (Resurrection, Uncommon)

Image: a poker-hand consisting of aces and eights

- Healing/Recharge

- Endurance Modification/Endurance

- To-Hit Buff/Range

- Resistance/Endurance

- Damage/Recharge

- Recharge

 

Set Bonuses:

#2: +Recharge

#3: +Health

#4: +Life Defense

#5: ++Regeneration

#6: ++Endurance Discount

 

_ _ _

 

“Timely Intervention” (Resurrection, Rare)

Image: one hand grabbing another from above

- Healing/Endurance Modification

- Recharge/Range

- Chance for Instant Recharge

 

Set Bonuses:

#2: +Recovery

#3: ++Range

_ _ _

 

“Hard Reboot” (Resurrection, Rare)

Image: a crackling computer monitor

- Endurance Modification

- Healing/Endurance

- Healing/Recharge

- Resistance/Damage

- Chance for AoE Energy Damage

 

Set Bonuses:

#2: +Physical Defense

#3: +Accuracy

#4: +3 Pts. Knockback Protection

#5: +++Power Resistance

_ _ _

 

“Will To Live” (Resurrection, Rare)

Image: a flower emerging from concrete/snow

- Healing/Endurance Modification/Recharge

- Healing/Endurance Modification/Endurance

- Endurance/Recharge

- Resistance

- Range

- Recharge/Chance to grant Temporary HP

 

Set Bonuses:

#2: +Power Resistance

#3: ++Regeneration

#4: ++Recovery

#5: +Life Resistance

#6: ++Healing

_ _ _

 

“Triumphant Return” (Resurrection, PvP)

Image: a wounded gladiator waving to the crowd(?)

- Healing/Endurance Modification

- Endurance/Recharge

- Resistance/Recharge

- Damage/To-Hit Buff

- Range

- Chance for Damage Buff

 

Set Bonuses:

#2: +Thermal Defense

#3: +Range

#4: ++Recovery

#5: ++Physical Resistance

#6: +Accuracy

PvP-Only Set Bonuses:

#2: +Movement

#3: ++Damage

#4: +Health

#5: +Repulsion/Teleportation protection

#6: ++Recharge

_ _ _

 

“Strange Eons” (Resurrection, Very Rare)

Image: 8 planets in conjunction(?)

- Healing

- Endurance Modification

- Recharge

- Recharge/Range

- Damage/Endurance

- Chance for Mystic Fortune

 

Set Bonuses:

#2: ++Power Resistance

#3: ++Endurance

#4: ++Damage

#5: +++Thermal Resistance

#6: +++Recharge

 

Edited by AspieAnarchy
Stupid auto-emoticons!
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...If you're not willing to risk your life or what you hold dear to accomplish your goal, then maybe you should re-think what you really want. Power, control, security; all of those are just fancy ways of saying that you're afraid, and you want to not be afraid anymore. People will do a lot to avoid fear, even become the monsters they're afraid of. - Crimson

 

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The game lags because you touch yourself at night - @Zem

 

Posted

I'm not against IO sets that could be slotted in rez powers, but why on earth would we need 8 of them? I would much rather see broader use IO sets that buff both healing and end mod that could also be slotted in rez powers.

 

I'm a bit baffled why so many of these sets enhance damage. To my knowledge there are only 3 rez powers in the game that do damage: Soul Transfer, Phoenix Rising and Stygian Return  (I'm not counting Howling Twilight since the damage is tiny). 

Posted

Not sure these are a winner either. Existing resurrection powers can slot healing set enhancements, so all of these enhancements have the unenviable task of competing with Preventative Medicine and Panacea.

 

Once you get past that...you actually don't want to be slotting rez powers anyways. Unless you don't have anything else to mule healing sets, rez powers shouldn't need so many slots to work. The best case is that people don't go down so often your rez is still on cooldown. Any content where your team is dropping like flies is content you aren't going to pass just by throwing out more rezzes.

 

There's also the fact that rezzes have very little to scale off of, besides recharge. Most of them heal so much that extra healing is wasted, the endurance cost is generally tolerable, they usually aren't short range, and damage dealt by any of them is negligible. About the only thing worth noting from this lot? 

 

6 hours ago, AspieAnarchy said:

Chance for Instant Recharge

The long cooldowns on rez powers means this always triggers. There's 8 sets of enhancements, but realistically you just slot this one and only this one and then carry on as normal.

 

Resurrection powers aren't really a cornerstone of gameplay that need enhancement sets dedicated to them, unfortunately.

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Aspiring game designer and minotaur main.

Anyone can tear something down. The true talent is building it back up again, better than before.

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Posted (edited)
7 hours ago, Uun said:

I'm not against IO sets that could be slotted in rez powers, but why on earth would we need 8 of them?

 

Why not? I managed to make each of them pretty distinctive from one another, wouldn't you agree?

 

7 hours ago, Uun said:

I'm a bit baffled why so many of these sets enhance damage. To my knowledge there are only 3 rez powers in the game that do damage: Soul Transfer, Phoenix Rising and Stygian Return  (I'm not counting Howling Twilight since the damage is tiny). 

 

Nevertheless, there is still technically damage done by Howling Twilight - more importantly, though, you overlooked Power of the Phoenix (the resurrect-other from Thermal Radiation), and Rise of the Phoenix still as it originally was in certain "Epic" Pools (e.g. Controllers, Dominators, and Corrupters can all get it).

 

There's also the Renewal of Light, the prestige/token-Hanukkah power, which as is cannot benefit from Enhancements, BUT given that the Prestige-Sprints can be enhanced if you acquire them, I would think that would mean other permanent Prestige-Powers could potentially be made enhanceable (and I don't see why not, especially since most people think Renewal of Light is inferior to Return to Battle, and doing that help could level the field).

 

I wouldn't be averse to paring down the damage-enhancements a bit, though; what do you think? Are resistance or/and to-hit buffs more common?

 

Edited by AspieAnarchy
added qualifying remark
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...If you're not willing to risk your life or what you hold dear to accomplish your goal, then maybe you should re-think what you really want. Power, control, security; all of those are just fancy ways of saying that you're afraid, and you want to not be afraid anymore. People will do a lot to avoid fear, even become the monsters they're afraid of. - Crimson

 

Quote

The game lags because you touch yourself at night - @Zem

 

Posted
5 hours ago, CrusaderDroid said:

The long cooldowns on rez powers means this always triggers. There's 8 sets of enhancements, but realistically you just slot this one and only this one and then carry on as normal.

 

This is only true if it has a typical proc-rate; obviously, it would have an outstandingly low/slow one so it didn't.

Yes, I recognized this was a very good proc, which is also why I put it in an otherwise-underwhelming set.

Quote

...If you're not willing to risk your life or what you hold dear to accomplish your goal, then maybe you should re-think what you really want. Power, control, security; all of those are just fancy ways of saying that you're afraid, and you want to not be afraid anymore. People will do a lot to avoid fear, even become the monsters they're afraid of. - Crimson

 

Quote

The game lags because you touch yourself at night - @Zem

 

Posted
32 minutes ago, AspieAnarchy said:

This is only true if it has a typical proc-rate; obviously, it would have an outstandingly low/slow one so it didn't.

Since proc rates are centered around per-minute occurrences, the >60 second base recharge on all of them makes it pretty much impossible to avoid. Empathy's Resurrect, for instance, has a 180 base second recharge. You'd need to have a proc rate of 0.25 per minute or lower to avoid this triggering each time on using Resurrect.

 

Resurrect's also the worst of the lot, too. If we want to get really goofy, Fire Mastery tends to yield Rise of the Phoenix, which starts at a 300 second base recharge. At 0.25 procs per minute - already a ludicrously low number, mind - we still get a guaranteed proc on each use. This one's a little more alarming, since Rise of the Phoenix is a self-rez that also knocks down enemies hit.

 

But this isn't actually the best abuse case! No, for that, we want Homecoming's new addition to Fiery Aura - Phoenix Rising. Same base recharge as Rise of the Phoenix...without the requirement that you be knocked out to use it. Since you get a guaranteed proc every use, it's always available and makes Fiery Aura users practically invulnerable. Since it's on Fiery Aura, it also frees up your ancillary pick.

 

Getting the proc rate down to where this doesn't trigger every time - maybe just 50% of the time? - would require a proc rate of 0.1 per minute. I'm not sure if this is possible from a programming perspective. I do know that you're going to have a hard time selling this to anyone not crunching the numbers - 0.1 procs per minute on an enhancement looks useless, even if it isn't. It also means that for rezzes that are less than 300 seconds - like Resurrect - we're looking at about a 30% chance of triggering.

 

To make this work as intended, you have to violate player expectations of existing systems. I don't think it works no matter what you do, basically. Sorry.

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Aspiring game designer and minotaur main.

Anyone can tear something down. The true talent is building it back up again, better than before.

My collection of powerset suggestions - open to comments and feedback!

Posted
1 hour ago, AspieAnarchy said:

Why not? I managed to make each of them pretty distinctive from one another, wouldn't you agree?

The only categories that have 8+ IO sets are Defense, Healing, Hold, Melee AoE, Melee Damage, Ranged AoE, Ranged Damage and Resist. These all have much broader application (and I would argue that most if not all of these could stand to be pared down). Most categories with more narrow uses have have 2 or 4 sets. There is no reason for Resurrection to have more than that. It certainly doesn't need PVP or Very Rare options.

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Posted
6 hours ago, AspieAnarchy said:

 

Why not? I managed to make each of them pretty distinctive from one another, wouldn't you agree?

 

 

Distinctive, sure. But, how many people are excited to get a (say) teleport set? Besides. Slotting-wise, I don't see why these should be restricted to "just rezzes" (if that kind of category exists.) We have healing, we have accurate healing (some of which does damage as I'm recalling.)

 

I might not mind a more damage/effect focused extra accurate-healing set, or *a* set or two that focus on both health and endurance recovery. But past that, this many sets I'd honestly just see diluting the drop pool.

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Posted
3 minutes ago, Greycat said:

 

Distinctive, sure. But, how many people are excited to get a (say) teleport set? Besides. Slotting-wise, I don't see why these should be restricted to "just rezzes" (if that kind of category exists.) We have healing, we have accurate healing (some of which does damage as I'm recalling.)

 

I might not mind a more damage/effect focused extra accurate-healing set, or *a* set or two that focus on both health and endurance recovery. But past that, this many sets I'd honestly just see diluting the drop pool.

I think the only difference between a heal and a rez is that a heal can't affect you if you have less than 1 HP and a rez can normally only affect you if you have less than 1 HP. Considering the number of times I've managed to rez myself with Twilight Grasp, that seems to be the only difference to me. (And no, I'm not confusing Twilight Grasp and Howling Twilight. I've successfully rezzed myself with Twilight Grasp when I fail to get the heal in before damage finishes dropping me but before the game decides to lock out the heal's effects.)

Posted

These proposed sets can get to their place in line behind the missing  Threat and Fear Enhancement sets.

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Posted

If these enhancements aren't global procs, aren't they a gigantic waste of time and effort? I mean, why bother?

I'd rather see things like Duration increase/decrease enhancements.

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..It only takes one Beanbag fan saying that they JRANGER it for the devs to revert it.

Posted
On 6/2/2024 at 11:17 AM, tidge said:

These proposed sets can get to their place in line behind the missing  Threat and Fear Enhancement sets.

 

Wait, what?

There are already several of those.

Quote

...If you're not willing to risk your life or what you hold dear to accomplish your goal, then maybe you should re-think what you really want. Power, control, security; all of those are just fancy ways of saying that you're afraid, and you want to not be afraid anymore. People will do a lot to avoid fear, even become the monsters they're afraid of. - Crimson

 

Quote

The game lags because you touch yourself at night - @Zem

 

Posted
On 6/2/2024 at 1:17 PM, tidge said:

These proposed sets can get to their place in line behind the missing  Threat and Fear Enhancement sets.

 

5 hours ago, AspieAnarchy said:

Wait, what?

There are already several of those.

 

 

The Fear and Threat sets are quite deficient. 

  • Each has a pair at level 10-30, and a pair at 20-50. Far fewer options than any other "control", hard or soft. (snicker "several")
  • With the exception of the final piece in the 10-30 pair, each set offers exactly the same enhancement elements, so no practical variety of options for enhancement.
  • Each Threat set only one Accuracy boosting piece, despite the large number of threat powers with actually require Accuracy (Presence Pool, most auras, Tanker attacks, etc.)
  • No Threat set includes an Endurance reduction boosting piece.
  • The set bonuses for slotting the 10-30 Fear sets are incredibly similar.
  • Neither Threat nor Fear has a Purple, Winter, or PVP set. The HO/DS options for Threat are severely limited, the options for Fear are slightly better.

For comparison: Sleep, Confuse and Stun have Purple enhancement options.

 

The only things that I can see Threat (or if you prefer, the original "Aggro") and Fear have in common are that over the decades the way the critter AI reacts to those two effects has been modified... yet even after the Live aggro changes, there really was no reason to keep the enhancement options for Threat to be so pitiful... even considering potential PVP affects, which always seemed to be a bugbear for the Live devs. Now that HC has reworked "Threat", there is IMO a greater need than ever to add some variety to its enhancement options.

 

Fear is in a somewhat better state for enhancement boosts, with an obvious gap: There is nothing available for slotting single-target Fear powers that makes them useful for late-game play. In comparison with other "control" sets:

  • A single-target Confuse can be slotted with a purple %Contageous Confusion piece, which offers the chance for the single-target to become a sort of AoE
  • A single-target Hold can be slotted with a %+Mag piece, which offers the chance to Hold a boss (without having to cast two different holds)
  • The Immobilize purple set offers a %Hold (on top of the immobilize), which can be an additional stack of Hold magnitude
  • Holds have a kazillion %damage options, which allow single-target Holds to become damaging attacks

 

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