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Suggestion for a couple of powers

rtmartma Posts: 1,198 Arc User
edited June 2017 in Suggestions Box
Well this was brought up in chat and would think with the Heavy Weapons adjustments why not consider these few tweaks mind, Light wave Slash and Scything Blade, make them 360º Arc and can use without a target like Arc of Ruin does now,

I'm also curious on weither or not Masterful Dodge is going to be adjusted like Lightning Reflexes was, give it a Dodge Chance and Avoidance per Rank, something like Rank 1 MD gives a Flat 30% Dodge Chance and 20% Avoidance(12secs), Rank 2 gives 40%DC/30%Avoid(15secs), Rank 3 gives 50%DC/40%Avoid(18Secs),

Ego Surge also could use some Tweaking, maybe make the Adv a flat Crit Chance bonus (~12% maybe?) then scaling to con, if not that then scale to Ego to synergize with it's Framework, thoughts?
Want to get to know me a bit better, Click me and take a read of My Dragon Profile Page, it's a bit dated but still relevant.

I take this quote from a review that I agree with.

"customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
Post edited by rtma on

Comments

  • roughbearmattachroughbearmattach Posts: 4,784 Arc User
    rtma said:

    Well this was brought up in chat and would think with the Heavy Weapons adjustments why not consider these few tweaks mind, Light wave Slash and Scything Blade, make them 360º Arc and can use without a target like Arc of Ruin does now,

    I'm also curious on weither or not Masterful Dodge is going to be adjusted like Lightning Reflexes was, give it a Dodge Chance and Avoidance per Rank, something like Rank 1 MD gives a Flat 30% Dodge Chance and 20% Avoidance, Rank 2 gives 40%DC/30%Avoid, Rank 3 gives 50%DC/40%Avoid,

    Ego Surge also could use some Tweaking, maybe make the Adv a flat Crit Chance bonus (~12% maybe?) then scaling to con, if not that then scale to Ego to synergize with it's Framework, thoughts?

    1. a 360 arc would be great for these powers

    2. Doesn't MD already give different bonuses based on Rank?

    3. Compare Ego Surge to Lock and Load. Give the crit adv. a similar bonus, like you suggested. (The power already boosts Ego, so I would not have a crit bonus that scaled with Ego.)
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  • rtmartma Posts: 1,198 Arc User


    2. Doesn't MD already give different bonuses based on Rank?

    At the moment it just gives something like 200% dodge rating and only increases the avoidance per rank.

    Want to get to know me a bit better, Click me and take a read of My Dragon Profile Page, it's a bit dated but still relevant.

    I take this quote from a review that I agree with.

    "customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    rtma said:

    At the moment it just gives something like 200% dodge rating and only increases the avoidance per rank.

    Also increases duration.
  • spinnytopspinnytop Posts: 16,450 Arc User

    rtma said:

    At the moment it just gives something like 200% dodge rating and only increases the avoidance per rank.

    Also increases duration.
    it doesn't actually. 15 seconds no matter what the rank(tested).

    Each rank gives you ~2% extra Avoidance over the last.
  • raighnraighn Posts: 2,339 Arc User
    spinnytop said:

    rtma said:

    At the moment it just gives something like 200% dodge rating and only increases the avoidance per rank.

    Also increases duration.
    it doesn't actually. 15 seconds no matter what the rank(tested).

    Each rank gives you ~2% extra Avoidance over the last.
    Well that explains why no one ever ranks it... R1 is stupidly powerful and R3 does hardly anything more than R1 already did...
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  • chaelkchaelk Posts: 7,732 Arc User
    dodge changes were done about 2 years ago​​
    Stuffing up Freeform builds since Mid 2011
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  • theravenforcetheravenforce Posts: 7,146 Arc User
    I think before adjusting "staple" abilities like Masterful Dodge, a new range of Active Defensives would have to be produced, which are quite attractive (as well as buffing under performing AD's) and are theme based.

    The thing about Masterful Dodge is that, it has a mechanic which works well just about anywhere. Of course there are other alternatives, which on some builds can be just as good but that in itself is rare.

    The one thing I don't like about Masterful Dodge is that you'll never ever benefit from the full amount of avoidance boost it grants due to avoidance caps...
  • rtmartma Posts: 1,198 Arc User
    edited July 2016
    Making a few more suggestions, like making the Unbound Ritual adv for those particular pets a 1 point adv, so wanting to make that pet army, you'll have to dedicate 4-5pts respectively,

    Also could we have a Toxin Shield block enhancer, pretty much mechanically works like Fire Shield but applies Deadly Poison instead, since Antagonize works great theme wise for Beastial.

    Make it so that Beatdown applies a knock down on 3rd strike.

    Utility powers like Energy Builders and Lunges have their ranks reduced to 1 point advantages, since they're only that.
    Post edited by rtma on
    Want to get to know me a bit better, Click me and take a read of My Dragon Profile Page, it's a bit dated but still relevant.

    I take this quote from a review that I agree with.

    "customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
  • rtmartma Posts: 1,198 Arc User
    Suggestions for Bound Pets(I know Pet Overhaul would be better), Radiant, Ebon, Primal, Arcane, Make them Unbound by default but, Replace the 2 point advantage with Twin Souls/Duplicity that gives you 2 for the one summon, think Command Animals, now for Rank 3 counter parts they would have significant improvement with health and damage over Rank 1/2, they can also have a passive which will give you a choice,

    Radiant Pet - Rank 3 - Passive - Seraphim Form, as you would expect with a players passive so to does it work similar to the pet, this would increase the Radiant Pet's Dimensional Damage/Paranormal Resistance as well with Bonus Healing and Healing Aura along with Rank 3 Bonus.

    Ebon Pet - Rank 3 - Passive - Fiery Form, as you would expect with a players passive so to does it work similar to the pet, this would increase Elemental Damage/Resistance, as well as giving the pet a DoT PbAoE Fire damage, as well as chancing a Clinging flames on attacking opponents along with other Rank 3 bonus.

    Primal Pet - Rank 3 - Passive - Unstoppable, as you would expect with a players passive so to does it work similar to the pet, Increased Physical Melee Damage/Small Flat damage absorption, increase DoT damage and knock resistance, along with other Rank 3 bonuses.

    Arcane Pet - Rank 3 - Passive - Invulnerability, as you would expect with a players passive so to does it work similar to the pet, Flat damage absorption/damage resistance along with other Rank 3 bonuses.

    Well that's it for now, just a thought.
    Want to get to know me a bit better, Click me and take a read of My Dragon Profile Page, it's a bit dated but still relevant.

    I take this quote from a review that I agree with.

    "customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
  • rtmartma Posts: 1,198 Arc User
    edited November 2016
    This one is for Crowd Control in General, Bring back Hold HP for CC Powers, have them Scale with CC Strength/Specs relative to duration also so they can compliment Damage/Heals more so then they do now, giving them some more flexibility and usefulness in general, then being trivialized in seconds.
    Want to get to know me a bit better, Click me and take a read of My Dragon Profile Page, it's a bit dated but still relevant.

    I take this quote from a review that I agree with.

    "customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
  • This content has been removed.
  • rtmartma Posts: 1,198 Arc User
    I got an Idea on a Telepathy Passive, basically turn IDF into a Passive (Without Energy Penalties), either scaling the Flat Damage Reduction by the equivalent amount to Medical Nanites or what IDF uses now (Without Energy Penalties) but, applies a Bonus Healing, Shielding and CC Strength to you and allies affected, while also applying a Emergency Shield to a teammate if they're <10% HP remaining, the equivalent of Mindful Reinforcement but ~10K worth, once every 10secs, I call it, Psionic Defense Barrier.</font>
    Want to get to know me a bit better, Click me and take a read of My Dragon Profile Page, it's a bit dated but still relevant.

    I take this quote from a review that I agree with.

    "customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
  • rtmartma Posts: 1,198 Arc User
    edited July 2017
    Sigil Revamp -
    Well before I start with explanations, we'll start with what we got, the Standard Sigils would work just like Arcane Runes do, explode on proximity to encroachments and deal decent spiking damage depending on Rank and your Level, now I'm going to break this down into variants and advantages, Variants would be different type of sigils while advantages, enhancments that can compliment your playstyle or for fun. :3

    Anyone that isn't familiar with Arcane Sigils, the caster summons them around them in a pentagram positions at the points relative to the caster's position, Arcane Runes are a proximity pet that explodes in a area of effect dealing Magic damage to those in range, sacrificing the Sigil simultaneously, now my suggestions on improving this while keeping it's function but improve on it, First, each dealing it's appropriate debuff/DoT to enhance it's application and even the caster, now for balancing purposes the Sigils would be treated like a player so certain limits like applying debuffs, interacting and refreshing them would apply.

    As stated above the changes the main adjustments would be the Sigils gain the Percentage chance to apply Debuff in this case of Magic Sigils, Jinxed, Hexed and Hex of Suffering styled DoT, I'm thinking about 25% per sigil sounds reasonable, now for the fun part, the Advantages, this will apply to any Sigil types you use as 1 point adv, the Following are -

    Sentry Sigils - This changes the Sigils from Proximity mines to Stationary turrets that use basic attacks at range, your standard Bolt and Blast variants upto 100ft range, pacing about 1 - 2 seconds per Sigil with Bolts, and alternating 3 - 6secs per sigil with blasts in their firing rotation, now the damage they deal is based on your level and their Rank, obviously, with the equivalent to a player in Hybrid role with no passive, form or Super Stats, so boosting them with Aura's should be significant, their behavior is similar to any pet, if they come into aggro range (~50ft), the caster is attacking a target within 100ft of the Sigil range or the sigils being attacked.

    Guardian Sigils - This changes the standard 5 Sigils into 2 Enhanced ones that have double the health and resistance of the usual 5, they spawn one on each side of you, apart from that, they emit a large 50ft radius DoT Aura each, dealing moderate damage as well as coming with 2 attacks, a 25ft PBaoe associated to the type of Sigil, and a 'Funnel' or ranged attack that generally is a 50ft AoE attack, these attacks are slower then Sentry Sigils but make up for it in sporadic AoE.
    (note that you can only have Sentry or Guardian Sigil advantages, not both)

    Sentient Sigils - This advantage allows Sigils to follow you like any other pet, depending on what type they are, your Standard Sigils would simply propel itself to the nearest target and explode in it's face while the Sentry or Guardian Sigils types stay within range to attack.

    Now for another Fun part, variants, a simple break down on what to expect with each other above.

    Magic - Debuffs applied - Jinxed, Hexed, DoT
    Sentry - Magic Bolts/Blasts have a 5% chance to apply or refresh their Debuffs per hit
    Guardian - PBAoE is a Maintain, Invocation of the Storm Calling, ranged attack is a cone Skarnes Bane, Deals Magic damage.

    Fire - Clinging Flames, Unstable Accelerant, Engulfing flames debuff
    Sentry - Throw Fire/Fire strike have a 5% chance to apply or refresh their debuffs per hit
    Guardian - PBAoE is a Charge, Pyre, ranged attack is a cone, Fire 'breath' projection, Deals Fire damage.

    Ice - Chill, Hard Frost, Freezer Burn (DoT) debuff
    Sentry - Ice Shards/Blast have a 5% chance to apply or refresh their debuffs per hit
    Guardian - PBAoE is a Maintain, Snowstorm, ranged attack is a cone, Frost 'breath' projection, Deals Cold damage.

    Poison - Deadly Poison, Debilitating Poison, Noxious poison debuff
    Sentry - Poison Bolt/Blast have a 5% chance to apply or refresh their debuffs per hit
    Guardian - PBAoE is a Maintain, Epidemic, ranged attack is a cone, Venom 'breath' projection, Deals Toxic damage.

    Electrical - Negative Ions, Overcharged (DoT), Superconductor debuff
    Sentry - Electric bolt/Chain lightning have a 5% chance to apply or refresh their debuffs per hit
    Guardian - PBAoE is a Maintain, Sparkstorm, ranged attack is a cone, Terak generator (Basically electric 'breath'), Deals Electric Damage.

    Earth - Stagger, Snare, Slow
    Sentry - Wield Earth/Stone Shot have a 5% chance to apply or refresh their debuffs per hit
    Guardian - PBAoE is a Maintain, Quicksand, ranged attack is a cone, Shockwave, Deals Crushing Damage.

    Wind - Repel, Stagger, Disorient
    Sentry - Wind Lash/Gust have a 5% chance to apply or refresh their debuffs per hit
    Guardian - PBAoE is a Maintain, Hurricane, ranged attack is a AoE, applies Whirlwind on target, Deals Cold/Crushing Damage.

    Force - Knocks, Gravity Well, Kinetic Vulnerability (Resistance Debuff to Force powers)
    Sentry - Force Bolt/Blast have a 5% chance to apply or refresh their debuffs per hit
    Guardian - PBAoE is a Charge, Force Eruption, ranged attack is a tap AoE, Force Detonation, Deals Crushing Damage.

    Psionic - Stress, Disorient, Stun
    Sentry - Kinetic Bolts/Ego Blast have a 5% change to apply or refresh their debuffs per hit
    Guardian - PBAoE is a Maintain, Ego Storm, ranged attack is a charge, Telekinetic Burst, Deals Ego Damage.

    Darkness - Fear, Devoid, Despair
    Sentry - Dark Bolt/Blast have a 5% chance to apply or refresh their debuffs per hit
    Guardian - PBAoE is a Maintain, Dark Rift, ranged attack is a cone, Dark Embrace, Deals Dimensional Damage.

    Light - Illuminate, Blind (Threat Wipe), Smite (Dimensional Debuff)
    Sentry - Radiant Bolt/Blast have a 5% chance to apply or refresh their debuffs per hit
    Guardian - PBAoE is a Charge, Expulse (With Knock), ranged is a maintain, Radiant Beam, Deals Dimensional Damage.
    Post edited by rtma on
    Want to get to know me a bit better, Click me and take a read of My Dragon Profile Page, it's a bit dated but still relevant.

    I take this quote from a review that I agree with.

    "customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
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