FC.31.20220721.2
Archetypes
Night Warrior
Corrected diminishing returns on abilities.
Removed Ego stat and added Recovery to help with energy management.
Dev Note: Powers had to be reallocated to account for Shadow Strike's change. This Archetype lacked an energy unlock so it was given one. Concentration was removed as the on-demand heavy hitting powers in this setup are not ranged base.
- Level 6: Rend And Tear OR Ricochet Throw
- Level 11: Smoke Bomb Lunge OR Grapple Gun Pull
- level 14: Form of the Tiger
- Level 21: Dragon's Claws OR Tiger's Bite
- Level 25: Relentless
- level 30: Parry
- level 40: Strafing Run OR Shadow Strike
The Impulse
Corrected diminishing returns on abilities.
Dev Note: Gave this archetype some much needed energy return. Force Snap was removed as it didn't really improve the setup.
- 6: Force Eruption OR Crushing Wave
- 11: Protection Field OR Containment Field
- 14: Force Control
- 17: Force Cascade
- 25: Impact Force
- 30: Field Surge
- 40: Redirected Force
The Squall
Corrected diminishing returns on abilities.
Dev Note: Hurricane's cost correction made it a not very good choice for a level 6 power, even before its adjustment it wouldn't be easily managed at that low level.
- Level 6: Stormbringer
- Level 8: Wind Breath OR Frost Breath
- Level 11: Updraft OR Twister
- Level 14: Weather Shaping
- Level 17: Hurricane
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Comments
Additionally with the update to Kinetic Manipulation which has made it far more desirable, it may be even more apparent for The Impulse AT to have access to some healing.
Suggestion: The Impulse AT
Your suggestion: Keep AT progression as shown above with the edits you've made in, but simply put a choice between Crushing Wave or Force Snap at 11?
6: Force Eruption
11: Crushing Wave OR Force Snap
14: Force Control
17: Protection Field OR Containment Field
25: Impact Force
30: Field Surge
40: Redirected Force OR Force Cascade
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
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BBCode:
Suggestion
The Squall itself seem to lack any form of self healing. Adding a Restoration Adv on a power like say, either Updraft OR Twister, could help elevate this.
One of the things to keep in mind about CO is never fully trust the shield.
There are damage types out there which bypass shields or effects which strip shields entirely. So heals should never be absent from a structured build (IMO).
What I am saying is that if the option has been there previously...it shouldn't be taken away like this. That's just my opinion.
The only shield that benefits from player resistances within the Impulse AT is Personal Force Field and eventually Redirected Force.
That may be enough, but that's just my thought on the matter.
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
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Bug
The Tiger Form from the Night Warrior AT isn't working.
New force AT should be called the Kinetic
This is a big journey, so far if you're reading this, wish you a good day
Personal Force Field
Suggestion 1:
I support this. If they plan on making a new Force Support AT they should change Impulse to a tank. What's the point of a hybrid DPS really? That thing can't even dps an alert. Will also add we have enough range DPS ATs.
Give PFF the unique advantage of making PFF much more resistance while the Reckless Advantage active, replenish the shield faster or covert reckless output to self heal better. My favorite is more resistance.
I believe in this as the best option because reckless is the universal power that works with magority builds especially tank ones.
Not a big change but an extraordinary one. I know they are afraid to touch PFF but turning IDF to a support passive is not enough.
PTS
Impulse AT - Activating Redirected Force doesn't put in cooldown Field Surge
Level 6: Rend And Tear OR Ricochet Throw
I see a problem with Rend And Tear (Tier 1) refreshing the Shredded debuff innately, whereas Ricochet Throw (Tier 0) needs a 2 pt. advantage to cause Shredded at range.
Allow Ricochet Throw - a Tier 0 Power - to cause the Shredded debuff on a full charge without needing a 2 pt. Advantage to pull it in line with other Tier 0 Powers.
Or instead of just activating with Reckless, how about with a variety of other conditions like Furious but does not stack total resistance as you may only need one. That's just to make sure enough builds can activate the effect.
Suggestion 2:
Finishing a combo, Fully maintaining or charging a power while you have PFF as a passive gives you increased resistance for 20 seconds. Should bring your resistance up to a meta tank.
Devs please at least see over this suggestion.
Impulse still has access to a self heal via Force Detonation now, so that's a real bonus!
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
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