Alchemystic Posted June 15 Posted June 15 (edited) So not to long ago I made a thread about porting one of the last remaining armor powersets over to Tankers and Brutes (which you can find HERE ). On the flipside of that, I couldn't help but ponder what else is currently missing for Stalkers. there's the obvious ones like Battle Axe, War Mace and Super Strength. But, I think one that doesn't get brought up often is Titan Weapons. I know it seems like a bit of a silly idea in theory, but is it doable? Absolutely. Recently I discovered that Titan Weapons and Staff Fighting can have interchangeable animations, which can help break down some of the barriers preventing Titan Weapons from being accessible on Stalkers, but the remaining issue is... how will Momentum work? Currently, Momentum works by attacking frequently, which then increases attack speed. 'Build Momentum' is the unique version of Build Up, which grants you a longer lasting burst of Momentum, but as we've seen with other Melee powersets like Staff Fighting and Dual Blades, sometimes these unique mechanics have to be changed to suit Stalkers. So the question is; how do we make Momentum work on Stalkers if they are likely to just get 'Build Up' instead? Well, one idea I had was to make it so when you deliver an Assassin's Strike from Hidden, you will gain a full 10 seconds of Momentum just like Build Momentum does. The only other issue I can see is the amount of AoE potential. Three cones and a PBAoE is a lot for a Stalker, but I think we can adjust a few things to ensure the powerset benefits the Stalker playstyle. Weapon Smash Melee, Light DMG(Smash) Crushing Blow Melee, High DMG(Smash), -DEF Defensive Sweep Melee(Cone), Moderate DMG(Smash), Self +DEF(Melee, Smash) Assassin's Blow Melee, Special DMG(Smash), +Momentum Build Up Self +DMG, +To Hit Placate Ranged, Foe Placate, Self Stealth/Hide Titan Sweep Melee (Cone), High DMG(Smash), Foe Knockdown Rend Armor Melee, Extreme DMG(Smash), Foe -Def(All), -Res(All) Arc of Destruction Melee (Cone), Superior DMG(Smash), Foe Knockback Weapon Smash: With Whirling Smash removed to make way for Assassin's Blow, it left Follow Through as the only power that required Momentum to function. Instead of losing it completely, I reworked it into a new melee attack where the Follow Through animation is played as the standard attack, and the Staff Fighting 'Mercurial Blow' animation plays when you have Momentum, creating a power that doesn't require Momemtum to function and can act as the initial power of the set instead of an AoE. Assassin's Blow: The new Assassin's Blow power functions much as you'd expect it to, only when you perform the attack from Hidden, you gain 10 seconds of Momentum like you would with 'Build Momentum'. In addition, this power plays the slow animation by default even when not hidden, unless you have Momentum and are not Hidden. The animation for this is the same as the 'Assassin's Staff' power from Staff Fighting. Edited June 16 by Alchemystic 2 2 1
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