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Which powersets needs the most work?

blumoon8blumoon8 Posts: 430 Arc User
edited August 2012 in Power Discussion
Come around masses! Gather and let your voice be heard!

One of the major responses in the latest Ask Cryptic was that if we were displeased with something, we had to gather together and become united to make the issue a greater priority. So, here and now, I'm making a thread for us to collectively discuss the powersets in the worst state.

Telepathy single handedly is the one powerset that needs the most work, followed by Claws. I think this is without debate. Telepathy has no major passive and every benefit it has offered has been utterly crushed by the nerf hammer. Claws has gotten its skills tweaked on PTS, the only time it has really been touched since I can remember, but we haven't seen any overall synergy birthed like we did during the TK pass. There were no new skills and I'm honestly not even sure how it handles now.

Other sets I think needs tweaking is Sorcery. The aura pass was really great, even if Arcane Clarity still lags behind, but we need more. I think Sorcery needs its branches more diversified and it needs some spots filled in to make the playstyles different.

And that's my opinion. What do you guys have to think?

I say stuff and I say things, sometimes together but only when I'm feeling adventurous.

I'm @blu8 in game! :D
Post edited by blumoon8 on

Comments

  • blumoon8blumoon8 Posts: 430 Arc User
    edited August 2012
    fail -.- Needs should be need >.>

    I say stuff and I say things, sometimes together but only when I'm feeling adventurous.

    I'm @blu8 in game! :D
  • masterzenshoumasterzenshou Posts: 11 Arc User
    edited August 2012
    Are you trolling yourself? :eek:

    Yes, telepathy needs the most work far and away. I'd say celestial is rightr behind it.
  • blumoon8blumoon8 Posts: 430 Arc User
    edited August 2012
    lmao, something like that xD

    YES, Celestial does as well. So sad full pass got cancelled. Now when will it get touched?

    I say stuff and I say things, sometimes together but only when I'm feeling adventurous.

    I'm @blu8 in game! :D
  • sockmunkeysockmunkey Posts: 864 Arc User
    edited August 2012
    I can agree that sorcery can use some work. But not a complete revisit.

    The three main issues I see with it is...

    Lack of a useful energy unlock. Some kind of "reverb" power that gives energy on some magic or paranormal effect

    Lack of a magic based damage passive. Sorcery is pretty much limited to Shadow form or Seraphim. or Ego Form. Either full light or dark, noting more neutral. Or you have to be a mentalist rather then a magician.

    Sigils that does magic or paranormal damage. Sigils and circles are really the powers that set sorcery apart from other sets. And yet, the two main sigil powers do out of set damage. Fire and Electrical. It really limits set synergy to have signature powers that don't mesh with set passives.
  • magentagemmagentagem Posts: 43 Arc User
    edited August 2012
    yes, telepathy and celestial! Wasn't there a thread full celestial suggestions?

    Sorcery is fine atm, at least it has the auras, unlike telepathy.
  • agentnx5agentnx5 Posts: 2,026 Arc User
    edited August 2012
    Trying to keep this reasonably short...
    • Technology : Dual pistols
    • Telepathy : Telekinesis , takes too long to use, too much energy, and no synergy with anything else in the set
    • There should be a variant of Stormbringer that increases electric, fire, and paranormal damage (includes magic and dimensional)
    • Remind be why Grimoires aren't on support role (where their AoPM is more useful)? And why its two options for healing are so weak, and doesn't even have access to the sorcery resurrection?!
    • Impulse archetype needs a review, badly
    • AoAC needs a buff, like so... http://co-forum.perfectworld.com/showpost.php?p=2257631&postcount=6 READ IT!
    • Aspect of the Ethereal should buff all paranormal damage NOT toxic/poison! Why in the HELL would somebody use Pillar of Poz or Vicious Cyclone and then toxic attacks when Epidemic with Aspect of the Infernal is immensely superior in all ways (quicker, stronger, and no self-root)?! This is just foolish...
  • mijjesticmijjestic Posts: 481 Arc User
    edited August 2012
    agentnx5 wrote: »
    [*] Remind be why Grimoires aren't on support role (where their AoPM is more useful)?

    Probably because some base class had to be in Hybrid and they lost at rock paper scissors. :biggrin:
  • akirasanbeerakirasanbeer Posts: 228 Arc User
    edited August 2012
    Claws, claw and more claws....with some TP/Celest here and there.
  • cascadencecascadence Posts: 505 Arc User
    edited August 2012
    Hmmm in order of crappiness I think... FORCE (really this one its quite pathetic damage wise, with the exception of FC)... claws... telepathy.... sorcery.... bestial and ranged telekinesis (too boring and lil synergy on this one)
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  • agentnx5agentnx5 Posts: 2,026 Arc User
    edited August 2012
    mijjestic wrote: »
    Probably because some base class had to be in Hybrid and they lost at rock paper scissors. :biggrin:

    Specializing is better than generalizing. Granted if you're overly specialized then you tend to have critical weaknesses too, but overall this is true.

    There's no need for Grimoire to stay in hybrid role anymore, it should be in support.

    Added benefits:
    • Better energy supply (equilibrium is higher)
    • Their heals aren't so useless anymore, they'll be noticably stronger, Vala's Light in particular would benefit from the % increase
    • Aura of Primal Majesty will give a much MUCH bigger boost to allies' stats, making a Grimoire a preferred choice for teamplay and a relief to see in Alerts.

    Replace Hex of Suffering (which is now mostly useless thanks to the nerfs on holds) with a resurrection power (the arcane one, not the celestial one) and it's all fixed up!


    Now Mind on the other hand needs some serious help. AoRP is strong, Mindful Reinforcement is good, but that's it. Weak damage, weak healing, and where it used to be about controlling the battlefield, now the enemies just laugh at the attempt and come to kill you.

    I would like to see Mind get telekinesis powers actually, and buff that up a lot. You think having a flying metal shipping crate or van would hurt the enemies a LOT more honestly. Right? :biggrin:

    Fear my evil plan to-- *gets hit with a flying truck*
    Sorry what? I didn't catch that.
  • selpheaselphea Posts: 1,229 Arc User
    edited August 2012
    I'd say in general Force needs a review, and Sorcery, Telepathy and Dual Claws could use a bit of beefing up. Some other sets need a bit of touching up here and there, but nothing major.

    Force right now seems to only consist of one viable attack: Force Cascade, which ironically works best with an out-of-set passive, Quarry or AoPM, and Cascade spam is very annoying in parties.

    Sorcery needs an Energy Unlock and a Quarry-like passive that works with Magical, Fire and Lightning damage. Basically something that plays nice with Sigils of Primal Storm and Pyro Blades and the other elemental damage attacks in Sorcery, so that Sorcery characters can run in the Ranged Damage role.

    Telepathy right now feels like half a set that needs to piggyback on Telekinesis to fill out its holes. Which really isn't that bad, except it's a little out of theme seeing a Telepath summon pink glowing swords rather than generic swirly things.

    Dual Claws also feels like half a set that needs to rely on another set, although it isn't as thematically off to see a Dual Claws character using say, Dragon Kick (or Boomerangs >_>) as an AoE, so it's not as bad.
  • secksegaisecksegai Posts: 1,354 Arc User
    edited August 2012
    To me, they all need major readjustment to compensate for all the changes brought by alert, especially considering plenty (probably all) needed adjustment pre-alert to begin with.
  • pugdaddypugdaddy Posts: 248 Arc User
    edited August 2012
    I feel Ice is somewhat under-powered.

    I'd also like to suggest a re-work of the Supernatural set. Separate the "demonic chains" of the Infernal from the Toxic/Poison powers. Mix Infernal with Ebon Sorcery to make the Infernal set more demonic and flesh out Toxic on it's own to allow for more plant-llike powers. I think Supernatural would be the natural place for Plant powers. Bestial could be fleshed out so that it doesn't have to rely on Infernal as much. Point is: Supernatural seems to be trying to do 3 things. Toxic, Infernal and Bestial. Each of these could be fleshed out in unique ways.

    Telepath is pretty weak by itself. It could be altered to allow for non-support builds without mixing TK into the build.

    The different "flavors" of Sorcery feels like they each could use additional Powers that better define that specific branch of Sorcery. Energy Projector, Technology, Brick, Mentalist, Martial Arts all seem to have defined concepts. The Mystic Power Sets sort of feels like a dumping ground for unfinished ideas which need better definition.
  • theravenforcetheravenforce Posts: 7,152 Arc User
    edited August 2012
    blumoon8 wrote: »
    Come around masses! Gather and let your voice be heard!

    One of the major responses in the latest Ask Cryptic was that if we were displeased with something, we had to gather together and become united to make the issue a greater priority. So, here and now, I'm making a thread for us to collectively discuss the powersets in the worst state.

    Telepathy single handedly is the one powerset that needs the most work, followed by Claws. I think this is without debate. Telepathy has no major passive and every benefit it has offered has been utterly crushed by the nerf hammer. Claws has gotten its skills tweaked on PTS, the only time it has really been touched since I can remember, but we haven't seen any overall synergy birthed like we did during the TK pass. There were no new skills and I'm honestly not even sure how it handles now.

    Other sets I think needs tweaking is Sorcery. The aura pass was really great, even if Arcane Clarity still lags behind, but we need more. I think Sorcery needs its branches more diversified and it needs some spots filled in to make the playstyles different.

    And that's my opinion. What do you guys have to think?

    The answer to your thread is clear. Telepathy, it has no block...no passive..no Active Defensive or Offensive. It is basically is just a list of underpowered and broken pink powers.

    It needs THE most help out of all the powersets in CO. If you run a telepathy build and put it up against any PSI villains you'd see you are insanely outmatched if it werent for defenses.

    There are many levels of nerfing but no powerset in game has ever gotten a telepathy grade nerf, which ultimately would destroy the powerset. Anything good about telepathy has been crushed or blown to bits, a set defining power such as Ego Storm was nerfed into oblivion and now NO CC in game works apart from Gadgettering CC.

    If telepathy by some sheer magic was to get a review and the almighty buff it needs..I'd like to see the Ego Blast Pose used alot more in the powerset, for something like Telepathy their needs to be something done about crowd control as it currently is useless and the gear for it doesnt work well or at all.

    Being a telepath needs to have an air of power around it as you control every mind around you, you should be able to know when an enemy is about to attack and pinpoint their weaknesses, aid your foes, use psionic shields to protect yourself and others, call back someones lost psyche from the astral realm (rez) etc. It needs to be powerful. I could be done but I doubt this powerset will be touched before every single OTHER powerset is looked at and buffed.

    Also Force, as previously said it only really has one very powerful attack. Force Cascade. It's Defensive "passive" Personal "Force Field" is still horrific compared to other defensive passives. It's not really a passive OR a force field, just more like a damage shield with a small recharge every so often. This "passive" also has stacking issues with other in set shields such as Protection Field and basically all forms of defense are layered beneath it except for dodge I think. This makes IDF not work productively with PFF, also the passive has NO damage mitigation/resistance or reduction, which makes it the only defensive passive not really defending any one for more than 6 seconds at best when not blocking.
  • haleakalahaleakala Posts: 449 Arc User
    edited August 2012
    I'd like to see Telepathy get looked at soonest. Really soonest. The set is built around CC and CC is broken in CO, so a rework of telepathy would have to include a revisit to holds. And fix the darned perma-holds by mobs, particularly Alert bosses. It's energy unlock options (Telepathic and Ego Reverb) are also meh, since both are specific to only one playstyle. Contrast them with MSA and Overdrive, which are the only generic energy unlocks.

    Other than that, I believe minor changes are needed for many sets, as Secksegai says.
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  • lovehammer1lovehammer1 Posts: 416 Arc User
    edited August 2012
    Dual Blades #1
    Mind- 1000

    Also, might needs it's "Might" back! Put back the damage taken away after the alerts!
    Because as of now, Might/Brick is a joke.

    Telepathy however needs the most work all. Not even worth playing a little bit. :frown:
  • lucyinspacewithdiamondslucyinspacewithdiamonds Posts: 1,594 Arc User
    edited August 2012
    munitions
    single blade
  • sparkrockersparkrocker Posts: 53 Arc User
    edited August 2012
    Telepathy

    Tried working Ego Storm into a maintain build fueled by Overdrive... Ego Storm doesn't seem to trigger Overdrive. :mad:
  • chalupaoffurychalupaoffury Posts: 2,559 Arc User
    edited August 2012
    I wanna say telepathy, because it's got obvious issues, but I'm gonna have to go with fighting claws. Why? Put simply, it only has like 3 powers. That's not a power set, it's a distraction.
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