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Messages - MuonNeutrino

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31
Patch Notes / PTS (Test Server) June 19, 2022 - Ri4
« on: June 19, 2022, 10:02:57 pm »
Trick Arrow Revamp
The Trick Arrow set has been revamped. Many of its powers have had their effects improved, and new set-internal synergy effects have been added.

Power changes:
- Entangling Arrow: Slow increased from scale 0.1 to scale 0.4 (50% for defenders, 40% others), added scale 2.5 damage debuff (31.25% for defenders, 25% corruptors/controllers, 18.75% masterminds)
- Flash Arrow: Added additional scale 1 tohit debuff (total of scale 1.5, the original 0.5 remaining irresistable - 18.75% for defenders, 15% corruptors/controllers, 11.25% masterminds)
- Glue Arrow: Increased -recharge from 20% to 40%
- Ice Arrow: Slow increased from scale 0.1 to scale 0.4
- Poison Gas Arrow: Added -150% regen, increased duration to 30s to match the set's other persistent location aoes
- Acid Arrow: Increased resistance debuff from scale 2 to scale 3 (30% defender, 22.5% others), increased radius from 8 feet to 10 feet
- Disruption Arrow: Increased resistance debuff from scale 2 to scale 3 (30% defender, 22.5% others), increase target cap to 16
- EMP Arrow: Recovery crash reduced from -10000% to -100%
- The range of all TA powers has been standardized to 80 feet

Synergy effects:
- Flash Arrow: Places 'Dazzled' effect - dazzled enemies have a small accuracy penalty and suffer 20% increased defense and resistance debuffs from Acid Arrow, Disruption Arrow, and Oil Slick Arrow, plus an increased knockdown chance from OSA.
- Glue Arrow: Enemies slowed by Glue Arrow take 20% increased damage from a burning Oil Slick Arrow.
- Acid Arrow: Places 'Acid Burn' effect - acid burned enemies suffer 20% increased -tohit and -regeneration debuffs, slows, and endurance drain from Entangling Arrow, Glue Arrow, Ice Arrow, Poison Gas Arrow, Oil Slick Arrow, and EMP Arrow.
- Disruption Arrow: Enemies suffer reduced mez resistance, increasing mez durations (-40% for defenders, -33% for others). Additionally, Entangling Arrow, Ice Arrow, Poison Gas Arrow, and EMP Arrow gain +1 magnitude to their mezzes against affected targets.

New Force of Will Power Pool

Weaken Resolve - Ranged, Foe -Resist, -Defense, Self +To Hit
Project Will - Ranged, Moderate DMG(Psionic/Smash), Foe Knockdown
Mighty Leap - Toggle: Self Long Jump, (Special)
--- Stomp - PBAoE Melee, Foe Knockdown
Wall of Force - Ranged Cone, Moderate DMG(Psionic/Smash), Foe Knockdown
Unleash Potential - Self, +Regen, +Recovery, +Recharge, +Defense

Power & Archetype tweaks

Peacebringer's and Warshade's Max Hit Points have been increased from 2409 to 3212.  This brings their potential Max Hit Points from Scrapper level up to Brute level.

Peacebringer:
- Conserve Energy has been replaced with Renew Energy.
--- Renew Energy is a Self Endurance Discount, Heal, +Regen.  It functions like Energize.
--- This power can only activated in Human form.

Warshade:
- Gravimetric Snare had its cast time sped up from 1.67s to 1.2s.  This applies to Umbral Assault for Guardians as well.
- Gravitic Emanation had its Recharge Time reduce from 45s to 30s and its Stun Duration was lowered from 9s to 7.2s.

Electric Armor - Surge of Power (Tanker, Scrapper, Stalker, Brute)
- This power no longer has a hard crash.
- It's recharge time was reduced from 1000s to 540s.
- The duration of its effects was reduced from 180s to 90s
- Energy Resistance scale was reduced from 8 to 4.56.
- Negative Energy Resistance scale was reduced from 6 to 3.36.
- All other Resistances scale were reduced from 7 to 4.
- Psionic Resistance was added at scale 3.36 for 90s.

Bug fixes
- Peacebringer Incandescent Strike now can correctly slot Stun enhancements and IO sets
- Warshade Gravimetric Snare can now correctly slot melee IO sets, since it transforms into a melee power in Dwarf form
- Ninja Assault attacks should no longer animate without the katana visible under certain circumstances.

32

Trick Arrow is finally getting its long-awaited revamp in Rebirth Issue 4! Trick Arrow has long been overshadowed by other support sets in many ways, but in Rebirth Issue 4, Trick Arrow will finally be getting the love it deserves.

One issue with the set currently is that many of its powers are weaker than similar powers in other sets or are otherwise low-impact, resulting in the set's total contribution simply being weaker than other sets. This is being addressed with a set of improvements to the base capabilities of a variety of the set's powers, to bring Trick Arrow's total support capability up to par with other sets. In particular, Flash Arrow becomes a useful tohit debuff power, helping address the set's lackluster every-spawn mitigation. These changes are detailed below:

Power changes
.
(click to show/hide)

Additionally, Trick Arrow suffers from drawbacks that stem from the set's signature property of being entirely enemy-targeted. This is an important distinguishing feature of the set - it's a playstyle-defining property and helps contribute to overall playstyle diversity in the game - and will not be changing. However, because of this, a Trick Arrow character only gets full potential by activating a whole bunch of powers on the enemies, usually at the start of each fight, while sets with buffs and heals can often activate them outside of fights and still gain benefit. This means Trick Arrow puts a bigger burden on the combat animation time budget of its user than most other support sets, meaning they take longer to output a similar amount of support than other sets and have less time to use their other non-support powers.

This property of the set is not going to change, so instead we are making other tweaks to mitigate its downsides. Making Flash Arrow useful is part of this, because its no-aggro nature means it can be used before a fight starts. The main change to address this, however, is adding set-internal synergy between powers. Using two or more Trick Arrow powers in a row now can give bonus effects, making them more than the sum of their parts and ensuring that Trick Arrow users are properly compensated for their investment of animation time. The synergistic effects are as follows:

Synergy effects
.
(click to show/hide)

None of the synergy effects stack in any way. The synergies are designed so that every power either gains a synergy from another power or gives one (or both). Synergies also tend to go from offensive powers to defensive powers or vice versa, so that you get the most benefit from mixing both offensive and defensive powers.

These changes will be available on the test server following the weekly server maintenance tonight (June 19th). Go forth and have fun with newly sharper, pointier sticks!

33
I can add a bit more detail on exactly what pressure does.

First, you can actually have 6 stacks of it, not 5. Stacks of pressure do nothing on their own, they exist only to modify the effects of other powers.

On Breathless, in addition to pressure increasing the (negligible) damage, the power has a stronger -dam effect when used with less than 2 stacks. It does inflict -recharge (but not -movement), but it only inflicts +endcost in PvP.

On microburst, it has the -def effect if you have 5 or 6 stacks of pressure. If you've got 6, the -def is slightly stronger than with 5.

Vacuum is complicated. The field lasts 8 seconds plus 2 seconds for each stack of pressure. The field ticks once per second, dealing its damage and applying a weak but long lasting stacking tohit debuff and slow (thus, the longer they are in the area, the more debuff they stack up). All targets in the field take a small amount of extra damage if you have 6 stacks of pressure. If you have at least 5 stacks of pressure (a total duration of at least 18 seconds), an autopower possessed by the field has enough time to tick a second time, applying a second copy of the hold effect. (Just from looking at this it also might be bugged to double-apply the hold on the initial cast for a mag 6 aoe hold, but I'd have to test that.)

Vortex is very complicated. This pet has several things it does. It flies and is immune to smashing, lethal, and psionic damage. It shares your pressure level, but unlike what its description might suggest it does not add or consume pressure itself. All of its powers have a 5% chance to critical for each stack of pressure. It has the following powers:

Blast of Debris: a moderate ST ranged attack with -fly and -jump.

Whirlwind: a permanent PBAoE aura autopower with a 20 foot radius that is simultaneously a damage aura and a 15% tohit debuff. This power doesn't slow targets but is otherwise IMO better than your own wind shear power.

Crash of Thunder: an 80 foot range, 25 foot radius TAoE with minor damage and an 80% chance for a mag 2 stun, with an accuracy bonus and a 10 second recharge - in other words a quite powerful minion level aoe stun with good stacking potential and a short recharge.

Hail of Debris: an 80 foot range 20 foot radius 'rain' style TAoE/DoT attack. The patch persists for 12 seconds, doing moderate DoT over the duration along with a significant slow, -fly, and a 20% resistance debuff - on just a 30 second recharge! This power is quite strong but has the limitation that the pet loses access to it if you have more than 3 stacks of pressure.

IMO vortex is better when you keep pressure dumped, I don't think the extra crit chance makes up for losing access to the powerful hail of debris. I suspect this actually might explain the otherwise pretty useless pressure dumping effects on breathless - IMO that power was probably made a consumer not for itself, but to give you an easily-available way to dump pressure to keep vortex going. It's gonna be hard to enhance this thing, though, given that you want accuracy, damage, stun, *and* -tohit ideally.

34
General Suggestions and Feedback / Re: Muon's new powerset proposals
« on: March 22, 2021, 05:36:40 pm »
My biggest complaint is that the illusion secondary may have too much control in it. I am no expert when it comes to balance, but that can be a bit strong. I would have to see it in action to say for sure.

As for the interface styled buff that you want in Glamour, there may be a buff that helps with that. Martial and Hellfire Assault have a power that gives +toxic damage to each attack. I assume a similar thing can be done for an interface style proc.

I did intentionally design the set to have a lot less control than illusion control, with phantasmagoria being much weaker than spectral terror, hall of mirrors summoning randomly and so not being as reliable as PA, and also the confuse having double recharge and of course not having the holds. So I am trying to avoid that, but for sure you would still definitely want to test it a bunch to make sure it worked out that way in practice.

The existence of martial's special buildup is definitely one of the reasons I'm hopeful this can be done, for sure. If or when I actually get the chance to try to build this set on a local dev environment or whatever that is one of the powers I'll be looking at as an example.

35
General Suggestions and Feedback / Re: Muon's new powerset proposals
« on: March 18, 2021, 10:29:27 pm »
Illusion Composition is a speculative proposal for an illusion-based Guardian secondary set. There is no pressing thematic hole for this set to fill, but it would still broaden the thematic variety available to the archetype and I believe it would be a mechanically interesting set to play. This set is thematically inspired by Illusion Control but contains several new powers, plus a couple of illusion control powers and self-defense powers mechanically borrowed from ninjitsu. Part of this set's goal is to experiment with the idea of granting interface-style proc effects.

This is a much more speculative proposal than the ones above. Mechanically speaking I don't fully understand how interface procs function, and so some of the things I want to do in this set might not actually be possible. This proposal assumes that powers can grant interface-style procs, which seems reasonable given the existence of the interface powers themselves but isn't guaranteed. Additionally, unlike my proposals above, this set would require new FX work (or, at the least, imaginative enough reworkings of existing FX as to probably amount to the same thing). This would therefore require significantly more work, and may not be feasible with our current level of understanding/capability for working with FX in City of Heroes.

As such, I acknowledge that this set would be much more difficult to implement than the ones above. I am putting this proposal out there partly to get comments, but mostly just for fun.

The power listing for Illusion Composition is as follows:

Code: [Select]
Illusion Composition
1 Misdirection Melee defense toggle
2 Illusion Ward Ticking absorb aura
4 Displacement Ranged/AoE defense toggle
10 Slippery Mind Mez protection toggle
16 Glamour PBAoE ally buff, +res +fear/psi proc
20 Group Invisibility PBAoE click stealth
28 Phantasmagoria Self summon patch, foe -tohit %fear %confuse
35 Deceive Ranged confuse
38 Hall of Mirrors Self buff, grant proc chance to spawn duplicates

Powerset description:
Illusion Composition
You can manipulate light and sound to create bewildering illusions, concealing and protecting yourself and your allies while inflicting fearsome and debilitating confusion on your foes.

Quote
[1] Misdirection
Toggle: Self +DEF(Melee), Res(DeBuff DEF)
You create subtle illusions around yourself that mask your movements, causing enemies to mis-aim their attacks. Misdirection effectively grants you Defense versus melee attacks and also allows you to resist Defense DeBuffs as long as it is active. Recharge: Fast

Cast time: 1.53 sec
Endurance cost: 0.208/sec
Recharge time: 4 sec
Allowed slotting: Endredux, Recharge, Defense
Allowed sets: Defense

Effects:
13.875% Melee defense
+17.3% Defense debuff resistance

(Notes: Mechanically identical to the 'Ninja Reflexes' power from Ninjitsu.)

Quote
[2] Illusion Ward
Toggle: PBAoE Team +Absorb over Time
Your illusory power flows over the area around you, subtly warping your enemies' perception of you and your allies' movements and causing incoming attacks to go awry. For as long as Illusion Ward is active, this effectively grants all nearby allies a minor amount of absorption every few seconds as your enemies' attacks do not strike with full force. Recharge: Slow

Cast time: ? sec
Endurance cost: 0.32 end/sec
Recharge time: 10 sec
Area: 20 ft PBAoE
Allowed slotting: Endredux, Recharge, Healing
Allowed sets: Healing

Effects:
+53.55 Absorb (every 6 seconds)

(Notes: intended as an aura counterpart to the AoE heals/absorbs in other Guardian sets. Applies as much HP as a guardian heal used on a 12 second cycle, accepting reduced output and a smaller radius in exchange for a lower endurance cost.)

Quote
[4] Displacement
Toggle: Self +DEF(Ranged, AoE), Res(DeBuff DEF)
You project flickering false images that cause your enemies to perceive you as being somewhere other than your actual location. Displacement effectively grants you Defense versus Ranged and Area of Effect attacks and also allows you to resist Defense DeBuffs as long as it is active. Recharge: Fast

Cast time: 0.83 sec
Endurance cost: 0.208/sec
Recharge time: 4 sec
Allowed slotting: Endredux, Recharge, Defense
Allowed sets: Defense

Effects:
13.875% Ranged, AOE defense
+17.3% Defense debuff resistance

(Notes: Mechanically similar to the 'Danger Sense' power from Ninjitsu, but missing the perception effects.)

Quote
[10] Slippery Mind
Toggle: Self +Res(Disorient, Hold, Sleep, Immobilize, Confuse, Fear), +Perception
Long experience with deception and trickery has made your mind slippery and able to wriggle free of debilitating effects, and your perceptions cannot be fooled by concealment. You gain a resistance to Disorient, Hold, Sleep, Immobilization, Confusion, and Fear effects as long as this power is active, as well as a bonus to your perception and resistance to perception debuffs. Recharge: Fast

Cast time: 0.67 sec
Endurance cost: 0.208/sec
Recharge time: 4 sec
Allowed slotting: Endredux, Recharge
Allowed sets: None

Effects:
10.38 mag protection (Stun, Hold, Sleep, Immob, Confuse, Fear)
+60% Perception
+60% Perception debuff resistance

(Notes: Mechanically, similar to a toggle version of Ninjitsu's Kuji-In Rin, but with the psi resistance replaced by the perception effects that were removed from the ranged/aoe defense toggle.)

Quote
[16] Glamour
PBAoE Team +Res(All), +Chance for Fear, +Chance for Minor Damage (Psionic)
You cloak yourself and all nearby allies in a terrifying Glamour, causing you to appear to your enemies as their worst fears. This causes your foes' attacks against any affected allies to be weakened, effectively granting you resistance to damage, and your attacks will have a chance to terrorize your enemies and can cause them to cower in fear briefly or even take minor psionic damage from the shock.

Cast time: ? sec
Endurance cost: 15.6
Recharge time: 180 sec
Area: 25 ft PBAoE
Allowed slotting: Endredux, Recharge, Resistance, Fear
Allowed sets: Resistance, Fear

Effects:
15% Resistance (All) for 60 seconds
Grant interface-style proc for 60 seconds:
- Mag 3 Terrorize (20% chance, 4 seconds)
- Scale 0.5 Psi damage (20% chance)

(Notes: This is the set's 'staple buff', with good uptime and a mix of defensive and offensive benefits. The values and percentage chances on the procs are highly tentative and should be tested and changed for proper balance.)

Quote
[20] Group Invisibility
PBAoE, Team Stealth, +Def(All)
Makes you and all teammates around you Invisible. While Invisible, you and your teammates are almost impossible to detect. Even if discovered, Group Invisibility grants a bonus to your defense to all attacks, though you will lose some of your defense bonus if you attack. Group Invisibility has no movement penalty. Recharge: Slow

Cast time: 2.03 sec
Endurance cost: 10.4
Recharge time: 240 sec
Area: 25 ft
Allowed slotting: Endredux, Recharge, Defense
Allowed sets: Defense

Effects:
+6000% Stealth for 120s
-1 Threatlevel for 120s
1.875% Defense (all) for 120s (suppresses in combat)

(Notes: This is mechanically identical to the same power in Illusion Control.)

Quote
[28] Phantasmagoria
PBAoE, Foe -ToHit, Fear, Confuse
You cloak the area around you in a bewildering array of shifting illusions, hampering your enemies as they struggle to distinguish between true and false. For as long as the illusions last, all enemies in the area will suffer a penalty to their chance to hit as they waste some of their attacks on false images. Additionally, some enemies may become confused by the mirages and accidentally attack their allies, or be temporarily overcome with fear at the horrifying images and briefly cower in terror. Recharge: Slow

Cast time: ? sec
Endurance cost: 14.5
Recharge time: 90 sec
Area: 25 ft
Allowed slotting: Endredux, Recharge, Tohit Debuff, Fear, Confuse
Allowed sets: Tohit Debuff, Fear, Confuse

Effects:
Location patch summon (self), 30 second duration, 2s activation period
-7.5% Tohit
Mag 3 confuse (15% chance, 4 seconds)
Mag 3 terrorize (15% chance, 4 seconds)

(Notes: This is the set's 'staple mitigation power', with a decent uptime and relatively quick recharge. It is mechanically significantly weaker than Illusion Control's Spectral Terror, with the inability to be summoned at range, a shorter duration and longer recharge, weaker -tohit, and only having a chance to mez instead of a guarantee. The upside is a slightly larger radius and having a chance to confuse as well as terrorize.)

Quote
[35] Deceive
Ranged, Foe Confuse
You can Deceive an enemy into believing their friends are not who they appear to be. If successful, the enemy will ignore you and attack their own allies. If you Deceive someone before they have noticed you, your presence will continue to be masked. You will not receive any Experience Points for foes defeated by a Deceived enemy. Recharge: Slow

Cast time: 2 sec
Endurance cost: 8.528
Recharge time: 16 sec
Allowed slotting: Endredux, Recharge, Range, Confuse, Accuracy
Allowed sets: Confuse

Effects:
23.84s mag 3 confuse (scale 20)

(Notes: This power is mechanically similar to the same power in Illusion Control, with the Overpower effect removed and recharge increased.)

Quote
[38] Hall of Mirrors
Self +Chance to summon Decoys: Ranged Minor DMG(Energy/Special)
You imbue your attacks with your illusory power, causing distracting Phantoms to manifest as you smite your foes. While Hall of Mirrors is active your attacks are slightly more accurate and each attack has a chance to create a short-lived illusory Phantom near your targeted foe. These Phantom images are not real and cannot be damaged, but they will distract your enemies and draw their attention. The damage of the Phantoms' attacks is also illusory, and much of it will heal back if the victim survives long enough. Recharge: Very Long

Cast time: ? sec
Endurance cost: 26
Recharge time: 240 sec
Allowed slotting: Endredux, Recharge, Accuracy, Damage, Tohit Buff
Allowed sets: Pet Damage, Recharge Intensive Pets, Universal Damage, Tohit Buff

Effects:
+7.5% tohit for 60 seconds
Grant self interface-style proc for 60 seconds:
40% chance (non-stacking) to summon a phantom army clone at target per attack. These are identical to PA's clones, but have a lifespan of only 15 seconds.

(Notes: This is a Guardian twist on Illusion Control's signature Phantom Army power. This has the same uptime and recharge, but the key difference here is of course that the clones are summoned by attacking, which IMO fits very well with the archetype's theme of blended damage and support. The intended proc rate is to have an average of two to three clones out at a time, which requires summoning a new clone every 5-7.5 seconds - at a 40% chance per attack, that is a required attack rate of one attack every 2.0 to 3.0 seconds, which is IMO reasonable. The proc should be flagged not to stack so that AoEs do not multiply the proc chances.)

Relative to illusion control, this set intentionally sacrifices alpha strike mitigation. Where illusion can mitigate alphas by summoning phantom army or spectral terror into a spawn, illusion composition cannot, since phantasmagoria is summmoned at self and the clones from hall of mirrors can only be summoned by attacking (and hence aggroing the spawn). Between this lack, the weaker stats on phantasmagoria, and the less reliable summoning on Hall of Mirrors, the set is intended to overall have weaker control mitigation than illusion control, balancing out its other support capabilities.

36
General Suggestions and Feedback / Re: Muon's new powerset proposals
« on: March 18, 2021, 10:21:22 pm »
Ninja Assault (alternatively, Shinobi Assault) is another proposal for a 'natural' themed primary. This set is based on the Katana/Ninja Blade set with additional ranged attacks, and is specifically intended as a counterpart to the existing Martial Assault set.

In my view, sets can be divided into (among other categories) standard and non-standard types, where 'non-standard' in this case means either a) sets that have a specific set-wide gimmick like a stacks/combo system, or b) that simply have a larger fraction of powers that operate in mechanically unusual ways or are otherwise not 'regular' attacks/controls/support powers/etc for their set type. (Note that many sets have a couple of 'non-standard' powers, what would make a *set* non-standard is if it has significantly more of those than usual.) Martial Assault is an example of a non-standard set, in that 6 out of the 9 powers are non-standard in some way (chain, facing cone, snipe, ranged attack with splash, non-standard buildup, caltrops). The existence of sets like these is not a problem, and in fact many (though by no means all) of the sets released later in the game's lifespan fall into this category. However, it is IMO important to have a variety of both types of sets so as to fit different playstyle preferences; standard sets fill an important playstyle niche, and the game should not only contain non-standard sets any more than it should only contain standard ones.

As such, I think that there should exist a 'standard' natural/ninja themed counterpart to the non-standard Martial Assault, and this is what Ninja Assault is intended to be. This set includes only two non-standard powers, and mostly contains relatively straightforward attacks. This set also fills somewhat of a thematic counterpart niche; where Martial Assault is martial arts plus shurikens, Ninja Assault is katana/ninja blade plus throwing knives, covering the 'other' stereotypical ninja weapon and giving more thematic variety in the available sets. Like Gun Fu, the non-katana attacks in this set are intended to animate with the katana still held in the off-hand, so as to avoid redraw.

The power listing for Ninja Assault is as follows:

Code: [Select]
Ninja Assault (or Shinobi Assault)
1 Flashing Blade T1 ranged attack
1 Gambler's Cut T1 melee attack
2 Steel Wind Ranged cone
6 Soaring Dragon T2 melee attack
8 Scorpion's Sting T2 ranged attack
12 Chi Strike Buildup variant
18 The Lotus Drops PBAoE
26 Caltrops
32 Golden Dragonfly T3 melee attack

Powerset Description:
Ninja Assault
Your mastery of the ways of Ninja Assault allows you to dispatch opponents with lethal grace, cutting down foes with the razor edge of your Ninja Blade and delivering death from afar with throwing knives. Your attacks often carry additional poison damage over time, and can also knock opponents down or reduce their defense.

Quote
[1] Flashing Blade
Ranged, Minor DMG (Lethal), DoT(Toxic)
You quickly strike a distant foe with a throwing knife, inflicting minor Lethal damage with a chance of dealing additional Toxic damage over time. Damage: Minor, Recharge: Fast

Cast time: 1.0 sec
Endurance Cost: 5.2
Recharge Time: 4 sec
Range: 80 ft
Allowed slotting: Endredux, Recharge, Damage, Accuracy
Allowed sets: Ranged Damage, Universal Damage, Archetype Origin

Effects:
52.83 Lethal damage (scale 1.0)
4 * 5.28 Toxic damage every 1s over 3.1s (after 0.5s delay, 80% chance, cancelonmiss) (4x scale 0.1)

(Notes: Basic ranged attack, similar to martial assault's shuriken throw. The DoT secondary effect scale from shuriken throw is used as a template for DoT secondary effects elsewhere in the set. Uses the 'Throwing Knife' origin power FX and the right-handed-throw-with-katana-in-left-hand animation that power uses when you have a katana drawn.)

Quote
[1] Gambler's Cut
Melee, Moderate DMG (Lethal), DoT(Toxic), Foe -Defense
You perform a quick slash with your katana. This attack is very fast and deals moderate damage, with a chance of dealing additional Toxic damage over time. This attack can reduce a target's Defense, making them easier to hit. Damage: Moderate, Recharge: Moderate

Cast time: 0.67 sec
Endurance Cost: 6.84
Recharge Time: 6 sec
Range: 7 ft
Allowed slotting: Endredux, Recharge, Damage, Accuracy, Defense Debuff
Allowed sets: Melee Damage, Defense Debuff, Accurate Defense Debuff, Universal Damage, Archetype Origin

Effects:
77.07 Lethal damage (scale 1.32)
4 * 2.92 Toxic damage every 1s over 3.1s (after 0.5s delay, 80% chance, cancelonmiss) (4x scale 0.05)
-4.5% Base Defense for 6s (scale 0.6)

(Notes: Standard 6s melee attack based on Katana's Gambler's Cut. Effectively has two 'half strength' secondary effects.)

Quote
[2] Steel Wind
Ranged Cone, Moderate DMG (Lethal), DoT(Toxic)
You fling a volley of throwing knives in a single motion, striking all enemies in a cone in front of you. This attack deals moderate Lethal damage, with a chance of dealing additional Toxic damage over time. Damage: Moderate, Recharge: Slow

Cast time: 1.33 sec
Endurance Cost: 15.18
Recharge Time: 16 sec
Area: 40 ft / 30 deg cone
Allowed slotting: Endredux, Recharge, Damage, Accuracy
Allowed sets: Targeted AoE Damage, Universal Damage, Archetype Origin

Effects:
64.45 Lethal damage (scale 1.22)
4 * 5.28 Toxic damage every 1s over 3.1s (after 0.5s delay, 80% chance, cancelonmiss) (4x scale 0.1)

(Notes: Ranged cone with dot secondary effect. Uses the 'multiple throwing knife' FX from the cone attack that some snake minions have, and uses one of several right handed wave animations such as psi melee's psi blade or broadsword's hack or slash.)

Quote
[6] Soaring Dragon
Melee, High DMG (Lethal), DoT(Toxic), Foe -Defense, Knockup
You perform a powerful Soaring Dragon maneuver that deals a great amount of damage, with a chance of dealing additional Toxic damage over time, and can also knock a target up into the air. This attack can reduce a target's Defense, making them easier to hit. Damage: High, Recharge: Slow

Cast time: 1.33 sec
Endurance Cost: 10.192
Recharge Time: 10 sec
Range: 7 ft
Allowed slotting: Endredux, Recharge, Damage, Accuracy, Defense Debuff
Allowed sets: Melee Damage, Defense Debuff, Accurate Defense Debuff, Universal Damage, Archetype Origin

Effects:
114.44 Lethal damage (scale 1.96)
4 * 2.92 Toxic damage every 1s over 3.1s (after 0.5s delay, 80% chance, cancelonmiss) (4x scale 0.05)
Knockup (mag 4.15, 75% chance)
-4.5% Base Defense for 10s (scale 0.6)

(Notes: Standard 10s melee attack based on Katana's Soaring Dragon. Effectively has two 'half strength' secondary effects.)

Quote
[8] Scorpion's Sting
Ranged, Minor DMG (Lethal), Moderate DoT(Toxic), Foe Slow, -Damage(all), Hold
You take aim and strike a target with a throwing knife coated in a larger amount of debilitating poison. This attack inflicts minor Lethal damage on impact before inflicting moderate Toxic damage over time. The poison additionaly will weaken the target, Slowing their movement and reducing the amount of damage they deal, and may even briefly Hold the target paralyzed and helpless. Damage: High, Recharge: Slow

Cast time: 1.33 sec
Endurance Cost: 10.192
Recharge Time: 10 sec
Range: 80 ft
Allowed slotting: Endredux, Recharge, Damage, Accuracy, Hold, Slow
Allowed sets: Ranged Damage, Hold, Slow, Universal Damage, Archetype Origin

Effects:
52.83 Lethal damage (scale 1.0)
5 * 11.62 Toxic damage every 1s over 4.1s (after 0.5s delay) (5x scale 0.22)
-24% slow (run/jump/fly) for 15s (scale 0.3)
-11.25% damage for 15s (scale 1.5)
7.45s Hold (mag 3, scale 5, 50% chance)

(Notes: Ranged attack based somewhat on spines' impale. Uses the 'Throwing Knife' origin power FX and probably the broad sword hack animation.)

Quote
[12] Chi Strike
Self +DMG, +To Hit, Special
You concentrate your Chi to allow you to channel your soul into your strikes. For a short time you will gain a moderate increase to your damage and chance to hit. Additionally, for this period your sword and knife attacks will have a portion of their Lethal damage changed into Energy damage, with a small amount of additional bonus Energy damage added. Recharge: Long

Cast time: 0.73 sec
Endurance Cost: 5.2
Recharge Time: 90 sec
Allowed slotting: Endredux, Recharge, Tohit Buff
Allowed sets: Tohit Buff

Effects:
+8.5% ToHit for 20s
+34% Dmg (All Types) for 20s
Special: For 20s, converts 50% of lethal damage on the set's other attacks to energy, with a 5% bonus (i.e. 50% lethal, 55% energy, 105% damage total). Uses the same mechanics as fiery embrace.

(Notes: Modified buildup. Half strength, double duration, with special effect.)

Quote
[18] The Lotus Drops
Melee (PBAoE), Moderate DMG (Lethal), DoT(Toxic), Foe -Defense
You perform The Lotus Drops maneuver, attacking all foes in melee range. This attack has a chance of dealing additional Toxic damage over time and reduces their Defense. Damage: Moderate, Recharge: Slow

Cast time: 1.83 sec
Endurance Cost: 18.152
Recharge Time: 20 sec
Area: 15 ft radius
Allowed slotting: Endredux, Recharge, Damage, Accuracy, Defense Debuff
Allowed sets: PBAoE Damage, Defense Debuff, Accurate Defense Debuff, Universal Damage, Archetype Origin

Effects:
64.229 Lethal damage (scale 1.1)
4 * 2.92 Toxic damage every 1s over 3.1s (after 0.5s delay, 80% chance, cancelonmiss) (4x scale 0.05)
-4.5% Base Defense for 10s (scale 0.6)

(Notes: Standard assault set PBAoE, based on katana's The Lotus Drops. Effectively has two 'half strength' secondary effects.)

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[26] Caltrops
Ranged (Location AoE), Minor DoT(Lethal), Foe -Speed
You toss a handful of Caltrops at a targeted location and spread the tiny metal spikes over a large area. Any enemy that passes over the Caltrops will be forced to move at a slower rate. They will also take some trivial Lethal damage over time. Damage: Minor(DoT), Recharge: Slow

Cast time: 1.07 sec
Endurance cost: 7.8
Recharge time: 45 sec
Range: 25 ft (summon range)
Area: 15 ft (effect radius)
Allowed slotting: Slow, Endredux, Range, Recharge, Damage
Allowed sets: TAoE Damage, Slow, Universal Damage

Effects:
Summon Caltrops (2.78 lethal damage/sec, -80% runspeed, -3.5% max runspeed, -50000% jumpheight, mag 50 avoid)

(Notes: Carbon copy of standard caltrops power.)

Quote
[32] Golden Dragonfly
Melee, Extreme DMG (Lethal), Foe Knockdown, -Defense
You perform a devastating Golden Dragonfly attack that deals a massive amount of damage, has a chance of dealing additional Toxic damage over time, and can even knock a foe down to the ground and reduce it's Defense. The power of this attack can actually extend a short distance through multiple foes. Damage: Extreme, Recharge: Slow

Cast time: 1.83 sec
Endurance Cost: 13.52
Recharge Time: 14 sec
Area: 8 ft / 35deg melee cone
Allowed slotting: Endredux, Recharge, Damage, Accuracy, Defense Debuff
Allowed sets: PBAoE Damage, Defense Debuff, Accurate Defense Debuff, Universal Damage, Archetype Origin

Effects:
151.81 Lethal damage (scale 2.6)
4 * 2.92 Toxic damage every 1s over 3.1s (after 0.5s delay, 80% chance, cancelonmiss) (4x scale 0.05)
Knockback (mag 0.67, 60% chance)
-4.5% Base Defense for 10s (scale 0.6)

(Notes: Slightly modified version of katana's golden dragonfly. Effectively has two 'half strength' secondary effects.)

37
General Suggestions and Feedback / Re: Muon's new powerset proposals
« on: March 18, 2021, 10:16:35 pm »
Military Assault is another proposal for giving guardians more 'natural' themed powersets, a primary this time. Unlike secondaries there are a few primaries for this already (Gun Fu, Martial Assault, and Mace Assault), but more thematic variety is desirable, especially given the fairly specific theming of those sets. This set draws from a mix of the Arachnos Soldier primary set, Street Justice, and Assault Rifle, for a brutal mercenary or military style combat theme. This set is slightly tilted towards ranged attacks but still contains a good mix. Like Gun Fu, the melee attacks in this set are intended to animate with the rifle still held in hand, so as to avoid redraw.

The power listing for Military Assault is as follows:

Code: [Select]
Military Assault
1 Single Shot T1 ranged attack
1 Pummel T1 melee attack
2 Burst T2 ranged attack
6 Heavy Burst Ranged Cone
8 Build Up
12 Shin Breaker T2 melee attack
18 Spinning Strike Melee AoE
26 Sniper Round Snipe
32 Incendiary Round T3 ranged attack

Powerset description:
Military Assault
Your mastery of Military Assault allows you to destroy your enemies with brutal precision. Blast your foes with powerful attacks from your military grade Assault Rifle and pummel them with brutal close quarters combat techniques. Your attacks can also inflict a variety of debilitating effects on your foes, including stunning them, reducing their defense, knocking them down, or slowing their movement.

Quote
[1] Single Shot
Ranged, Minor DMG(Lethal), Foe -DEF
A quick single shot from your Assault Rifle. Quite accurate and can also reduce the target's defense. Damage: Minor, Recharge: Fast

Cast time: 0.9 sec
Endurance Cost: 5.2
Recharge Time: 4 sec
Range: 80 ft
Allowed slotting: Endredux, Range, Recharge, Def Debuff, Damage, Accuracy
Allowed sets: Ranged Damage, Defense Debuff, Accurate Defense Debuff, Universal Damage, Archetype Origin

Effects:
52.83 Lethal damage (scale 1)
-7.5% Base Defense for 5s (scale 1)

(Notes: This is a carbon copy of the Single Shot power from the Arachnos Soldier primary set)


Quote
[1] Pummel
Melee, Moderate DMG(Smash), Foe Stun
You can smash your opponents in close combat with the butt of your Assault Rifle to deal moderate smashing damage. Pummel has a high chance to disorient your foe for a brief time. Damage: Moderate, Recharge: Fast

Cast time: 1.67 sec
Endurance Cost: 6.86
Recharge Time: 6 sec
Range: 7 ft
Allowed slotting: Endredux, Stun, Recharge, Damage, Accuracy
Allowed sets: Melee Damage, Stun, Universal Damage, Archetype Origin

Effects:
77.08 Smashing damage (scale 1.32)
7.152 sec Stunned (mag 3, scale 6, 66% chance)

(Notes: This is a modified version of the Pummel power from the Arachnos Soldier primary set)

Quote
[2] Burst
Ranged, Moderate DMG(Lethal), Foe -DEF
Quickly fires a Burst of rounds at a single target at long range. Damage is average, but the fire rate is fast. Can also reduce the target's defense. Damage: Moderate(DoT), Recharge: Fast

Cast time: 1 sec
Endurance Cost: 8.528
Recharge Time: 8 sec
Range: 80 ft
Allowed slotting: Endredux, Range, Recharge, Defense Debuff, Damage, Accuracy
Allowed sets: Ranged Damage, Defense Debuff, Accurate Defense Debuff, Universal Damage, Archetype Origin

Effects:
3 * 28.90 Lethal damage every 0.3s over 0.7s (3x scale 0.547, scale 1.641 total)
-7.5% Base Defense for 8s (scale 1)

(Notes: This is a carbon copy of the Burst power from the Arachnos Soldier primary set)

Quote
[6] Heavy Burst
Ranged Cone, Moderate DMG(Lethal), Foe -DEF
Fires a Heavy Burst of rounds at foes in a long cone in front of the user. Can also reduce the targets' defense. Damage: Moderate(DoT) Recharge: Medium

Cast time: 2.67 sec
Endurance Cost: 11.858
Recharge Time: 12 sec
Area: 50 ft / 30 deg cone
Allowed slotting: Endredux, Range, Recharge, Defense Debuff, Damage, Accuracy
Allowed sets: Targeted AoE Damage, Defense Debuff, Accurate Defense Debuff, Universal Damage, Archetype Origin

Effects:
7 * 8.24 Lethal damage every 0.3s over 2s (7x scale 0.156, scale 1.092 total)
-7.5% Base Defense for 12s (scale 1)

(Notes: This is a carbon copy of the Heavy Burst power from the Arachnos Soldier primary set)

Quote
[8] Build up
Self +DMG, +To Hit
Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit. Recharge: Long

Cast time: 0.73 sec
Endurance Cost: 5.2
Recharge Time: 90 sec
Allowed slotting: Endredux, Recharge, Tohit Buff
Allowed sets: Tohit Buff

Effects:
+17% ToHit for 20s
+68% Dmg (All Types) for 10s

(Notes: Standard buildup)

Quote
[12] Shin Breaker
Melee, Superior DMG (Smash), Foe -Speed, -Defense
You execute a quick but powerful kick targeting your foe's leg in an attempt to cripple their movement. Shin Breaker deals Superior Smashing damage and moderately reduces your target's movement speed and defense for a short time. Damage: Superior, Recharge: Slow

Cast time: 1.33 sec
Endurance Cost: 8.528
Recharge Time: 8 sec
Range: 7 ft
Allowed slotting: Slow, Endredux, Recharge, Defense Debuff, Damage, Accuracy
Allowed sets: Melee Damage, Slow, Defense Debuff, Accurate Defense Debuff, Universal Damage, Archetype Origin

Effects:
95.76 Smashing damage (scale 1.64)
-40% SpeedRunning, SpeedJumping, Jumpheight for 8s (scale 0.5)
-1.6 Fly for 8s
-7.5% Base Defense for 10s (scale 1)

(Notes: This is very similar to the Shin Breaker power from the Street Justice set, with stacks effects removed.)

Quote
[18] Spinning Strike
Melee (Targeted AoE), Heavy DMG (Smash), Foe Knockdown
You execute a spinning attack that first strikes with your fist and finally your heel hitting your foe and all enemies immediately nearby. Spinning Strike deals Heavy Smashing damage and has a high chance to knockdown foes. Damage: High, Recharge: Slow

Cast time: 1.8 sec
Endurance Cost: 20.176
Recharge Time: 22 sec
Area: 7 ft range / 10 ft radius TAoE
Allowed slotting: Endredux, Recharge, Knockback, Damage, Accuracy
Allowed sets: Targeted AoE Damage, Knockback, Universal Damage, Archetype Origin

Effects:
90.62 Smashing damage (scale 1.54)
0.67 Knockback (65% Chance)

(Notes: This is very similar to the Spinning Strike power from the Street Justice set. It has had the stacks effects removed, and the radius, endurance cost, and recharge increased as is common for melee AoEs in assault sets.)

Quote
[26] Sniper Round
Sniper, Extreme DMG(Lethal), Foe Knockback
You load and fire a high-velocity Sniper Round from your Assault rifle. This round is very accurate and has a very long range, and deals Extreme Lethal damage and can knock down its target. Like most sniper attacks, you must take your time to aim, so this attack can be interrupted. If you have more than 97% To-Hit, this attack becomes instant-cast. Damage: Extreme, Recharge: Slow

Cast time: 6.37 sec
Endurance Cost: 18.51
Recharge Time: 20 sec
Range: 150 ft
Allowed slotting: Interrupt, Endredux, Range, Recharge, Knockback, Damage, Accuracy
Allowed sets: Sniper, Ranged Damage, Knockback, Universal Damage, Archetype Origin

Effects:
188.07 Lethal damage (scale 3.56)
1.163 Knockback (scale 0.7, 50% chance)

(Notes: This is a standard assault set snipe power, based on Sniper Rifle from the Assault Rifle set.)

Quote
[32] Incendiary Round
Ranged, High DMG (Lethal/Fire), Minor Splash DMG (Fire DoT)
You load and fire a blazing Incendiary Round from your Assault Rifle, dealing High Lethal and Fire damage to your target. The burst of white-hot shrapnel can also set ablaze all foes in a small area around the target, causing them to take Minor Fire damage over time. Damage: High, Recharge: Slow

Cast time: 1.67 sec
Endurance Cost:  11.856
Recharge Time: 12 sec
Area: 80 ft / 6 ft TAoE
Allowed slotting: Endredux, Range, Recharge, Damage, Accuracy
Allowed sets: Ranged Damage (NOT TAoE, precedent Martial Assault's Exploding Shuriken), Universal Damage, Archetype Origin

Effects:
69.74 Lethal damage (single target only) (scale 1.32)
33.81 Fire damage (single target only) (scale 0.64)
5 * 5.28 Fire damage every 1s over 4.125s (after 0.5s delay) (5x scale 0.1)

(Notes: This power should use the animation from Assault Rifle's Slug power, and the 'yellowy tracer streak + fire hit' FX from the fire DoT attack that some council rifle minions have. Secondary effect DoT is balanced based on the DoT from blazing arrow and standard aoe factors.)

38
General Suggestions and Feedback / Muon's new powerset proposals
« on: March 18, 2021, 10:01:55 pm »
Because I am an inveterate systems tinkerer and designer, I fiddle around with powersets and balance and the like basically all the time. Rampant overanalysis is just what my brain does. And since we're private server now and we could totally make our own powersets, well, my brain has a bunch of ideas for powersets it wants to mess with, especially with the impending release of guardians giving a whole new place for new sets. For now I don't have the ability to actually develop these (I hope to remedy that this summer), so for now I just want to put these sets out there for comment.

I have four sets I'm going to put in the initial set of comments here, all of them guardian sets. The first will be listed below in this post, and the others in subsequent posts. If you have any comments or feedback, please do give it!

Sets:
Infiltrator Training (guardian secondary - this post)
Military Assault (guardian primary)
Ninja Assault (guardian primary)
Illusion Composition (guardian secondary)




Infiltrator Training is a set proposed to help fill the gap in terms of the lack of good 'natural' secondary sets for guardians, in the sense of 'a set that could easily be justified for a standard non-powered human without comicbook-level supertech'. The set is a combination of Ninjitsu and Traps, with a focus on using the less obtrusive and bulky gadgets, in other words not the ones that are mobile, persistent, and targetable. It is also intentionally designed as an 'enemy only' set, in the sense that it has no powers that affect allies, following in the pattern of sets like Trick Arrow. Note that, as that example shows, one can still 'do support' without ally-affecting powers; debuffing and hampering enemies can benefit the team as much as healing or buffing teammates can. This allows for further broadening of the playstyles available to the archetype.

The power listing for Infiltrator Training is as follows:

Code: [Select]
Infiltrator Training
1 Combat Reflexes Melee defense toggle
2 Web Grenade Ranged immobilize
4 Danger Sense Ranged/AoE defense toggle
10 Trained Mind Mez protection toggle
16 Poison Trap Hold/-regen trap
20 Intrusion Stealth toggle with +regen
28 Seeker Drones Ranged debuff trap
35 Blinding Powder Debuff/mez cone
38 Shredder Mine Damage/debuff trap

Powerset description:
Infiltrator Training
You have superb training as an Infiltrator. Your intrusion skills allow you to deftly evade attacks and move behind enemy lines unseen, while your weapons training gives you mastery of a variety of debilitating tools and gadgets to wreak havoc on your unsuspecting foes.

Quote
[1] Combat Reflexes
Toggle: Self +DEF(Melee), Res(DeBuff DEF)
Activating your Combat Reflexes enables you to be more evasive to melee attacks. This will increase your Defense versus melee as long as it is active. Combat Reflexes also grants you resistance to Defense DeBuffs. Recharge: Fast

Cast time: 1.53 sec
Endurance cost: 0.208/sec
Recharge time: 4 sec
Allowed slotting: Endredux, Recharge, Defense
Allowed sets: Defense

Effects:
13.875% Melee defense
+17.3% Defense debuff resistance

(Notes: This power is mechanically identical to the 'Ninja Reflexes' power from Ninjitsu.)

Quote
[2] Web Grenade
Ranged Target, Immobilize, -Recharge, -Fly
Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping. Recharge: Slow.

Cast time: 1.37 sec
Endurance cost: 7.8
Recharge time: 4 sec
Range: 70 ft
Allowed slotting: Accuracy, Endredux, Recharge, Immobilize, Slow, Range
Allowed sets: Immobilize

Effects
17.9 sec immobilize (mag 3)
-100 KU, KB for 15 sec
-10000% KU, KB for 15 sec
-50% runspeed, flyspeed, recharge for 15 sec
-50000% jumpheight for 15 sec
-10 fly, for 15 sec

(Notes: This power is identical to the version from Traps.)

Quote
[4] Danger Sense
Toggle: Self +DEF(Ranged, AoE), +Perception, Res(DeBuff DEF)
You become more evasive against ranged and area attacks while you have Danger Sense activated. This will increase your Defense versus ranged and Area of Effect attacks as long as it is active. Your Danger Sense also allows you to perceive stealthy foes and resist Defense DeBuffs. Recharge: Fast

Cast time: 0.83 sec
Endurance cost: 0.208/sec
Recharge time: 4 sec
Allowed slotting: Endredux, Recharge, Defense
Allowed sets: Defense

Effects:
13.875% Ranged, AOE defense
+17.3% Defense debuff resistance
+60% Perception
+60% Perception debuff resistance

(Notes: This power is identical to the version from Ninjitsu.)

Quote
[10] Trained Mind
Toggle: Self +Res(Disorient, Hold, Sleep, Immobilize, Confuse, Fear, Psionics)
Your intense training in mental discipline allows you to keep your head in dangerous situations. You gain a resistance to Disorient, Hold, Sleep, Immobilization, Confusion, and Fear effects, as well as resistance to Psionic damage as long as this power is active. Recharge: Fast

Cast time: 0.73 sec
Endurance cost: 0.208/sec
Recharge time: 4 sec
Allowed slotting: Endredux, Recharge, Resistance
Allowed sets: None

Effects:
10.38 mag protection (Stun, Hold, Sleep, Immob, Confuse, Fear)
22.5% Psionic resistance

(Notes: This power is based on the Kuji-In Rin power from Ninjitsu, converted into a toggle because there are too many clicks in this set already. In implementation it could use the animation from Willpower's Indomitable Will, since the original animation doesn't really fit the set.)

Quote
[16] Poison Trap
Place Trap: PBAoE Foe Choke, Vomit, -Regen, -Recharge
You can place a Poison Gas Trap on the ground. Any foes that pass near the Poison Trap will cause it to detonate and release its toxic vapors. The poison is a very noxious gas, and any foes in the affected area may start to choke or even vomit. Affected Foes Regeneration rate and attack rate will be reduced as well. The trap is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trap will detonate. Recharge: Long

Cast time: 2.77 sec
Endurance cost: 13.0
Recharge time: 90 sec
Area: ?? ft sphere (effect radius - whatever the original has)
Allowed slotting: Hold, Slow, Endredux, Recharge
Allowed sets: Hold

Effects:
5.96 sec Hold (mag 3)
-1000% Regeneration for 30 sec
-30% Recharge for 30 sec

(Notes: This power is identical to the version from Traps.)

Quote
[20] Intrusion
Toggle: Self Stealth, +DEF(All), +Regen, +Run Speed, +Jump
Your infiltrator training enables you to move quickly without being spotted and recover quickly from injury. You will only be seen at very close range or if you attack, though even if discovered you will retain a Defense bonus to all attacks and a bonus to your Regeneration. Unlike some stealth powers, Intrusion has no movement penalty, and in fact slightly increases your running and jumping speed while active. Intrusion's stealth will not work with any other form of Concealment powers. Recharge: Slow

Cast time: 0.73 sec
Endurance cost: 0.208/sec
Recharge time: 20 sec
Allowed slotting: Endredux, Recharge, Defense, Heal, Run, Jump
Allowed sets: Defense, Healing, Run, Jump, Universal Travel

Effects:
+35 foot Stealth
1.88% Defense (Melee, Ranged, AoE, all types but psi)
+125% Regeneration
+25% Runspeed
+60% Jumpspeed, Jumpheight

(Notes: This power is mechanically similar to some existing partial stealth powers, with a few extra effects. Visually it could use the hide animation and FX, with less complete transparency.)

Quote
[28] Seeker Drones
Summon Seekers: Ranged Disorient, -DMG, -ACC, -Perception, Low DMG(Energy)
You create two Seeker Drones. These Seeker Drones will follow you until they detect an enemy and then they will zero in on their targets and detonate on impact. The small explosive flash of energy does only minor damage, but the concussion can weaken foes. Affected targets will have reduced Damage, Accuracy and Perception and may even be Disoriented for a short while. You can only ever have Two Seeker Drones out at one time and they can be destroyed by your foes. Recharge: Long

Cast time: 2.03 sec
Endurance cost: 15.6
Recharge time: 90 sec
Range: 60 ft (summon range)
Area: 15 ft sphere (detonation radius)
Allowed slotting: Endredux, Range, Stun, Recharge, Tohit Debuff, Damage, Accuracy
Allowed sets: Ranged Damage, Stun, Tohit Debuff, Accurate Tohit Debuff, Universal Damage (+ATO if/when they exist)

Effects (per seeker):
13.9 Energy damage
8.94 sec Stun (mag 2, 25% chance)
-5% Tohit debuff for 40 sec
-20% Damage debuff for 40 sec
-90% Perception for 40 sec

(Notes: This power is identical to the version from Traps.)

Quote
[35] Blinding Powder
Ranged (Cone), Foe -To Hit, Sleep, Confuse, -Perception
You throw a handful of Blinding powder in a wide arc at your foes. Most foes will be blinded, and unable to see. Some affected targets may be overcome by the powder that they may start attacking their own allies. If you attack the blinded foes, they will be alerted to your presence, but will continue to suffer a penalty to their chance to hit. Recharge: Very Long

Cast time: 1.07 sec
Endurance cost: 7.8
Recharge time: 120 sec
Range: 30 ft
Area: 50 degree cone
Allowed slotting: Endredux, Recharge, Tohit Debuff, Confuse, Accuracy
Allowed sets: Confuse, Tohit Debuff, Accurate Tohit Debuff

Effects:
11.92 sec Sleep (mag 2)
-7.5% Tohit debuff for 15 sec
23.84 sec Confuse (mag 2, 50% chance)
-90% Perception for 20 sec

(Notes: This power is almost identical to the version from Ninjitsu, with a slightly increased area of effect to fit with the archetype's wider range of positioning options.)

Quote
[38] Shredder Mine
Place Mine: PBAoE, Superior DAM(Lethal/Fire), Foe Knockdown, -Res, -DEF
You can place a Shredder Mine on the ground which will explode if any foes pass near it. The blast of armor-piercing shrapnel inflicts moderate Lethal damage on nearby foes and briefly reduces their defense and resistance to damage; foes nearer to the center of the explosion will also take moderate fire damage and may be knocked down. The Shredder Mine is almost impossible to detect, but it is fragile and may be detonated early by an enemy's explosion. Setting a mine is delicate work and can be interrupted, but if you are unseen due to Intrusion's stealth you can plant the mine more quickly and without risk of failure. Damage: Superior, Recharge: Long

Cast time: 5.0 sec (4.0 sec interrupt, redirects to Poison Trap's 2.77s non-interruptable animation if stealthed with Intrusion)
Endurance cost: 19.0
Recharge time: 60 sec
Area: 15 ft sphere (explosion radius)
Allowed slotting: Endredux, Recharge, Knockback, Damage, Accuracy, Defense Debuff
Allowed sets: PBAoE Damage, Knockback, Defense Debuff, Accurate Defense Debuff, Universal Damage (+ATO if/when they exist)

Effects:
83.42 Lethal damage
83.42 Fire damage (10 foot radius)
-20% Defense Debuff (all) for 20 sec
-20% Resistance Debuff (all) for 20 sec
Knockback (mag 0.67, 50% chance, 10 foot radius)

(This power is a mutation of Trip Mine intended to turn it into a hybrid support+damage power. Relative to trip mine (corruptor/mastermind version as the closest comparison) it does 15% less damage overall, with a slightly wider outer radius but half the damage (and the knockdown) restricted to a smaller inner radius (roughly the innermost half of the area). It also has three times the recharge and a higher endurance cost, but in exchange gains its (somewhat smaller than usual) defense and resistance debuffs. The special animation redirect is intended to make it a quicker and more effective opening move, since this set likely will be tossing out at least two traps each spawn.)


39
(Almost Tested) Bug Reporting / Re: Guardians Feedback Thread
« on: March 15, 2021, 05:06:12 pm »
One reason why I feel some sets are disappointing while others feel powerful may be how Guardians were designed. I think they were mostly focused on trying to not outshine the original sets and not enough focus was put into comparing them with each other.

Overall I agree. I do think that both considerations are important, the sets *shouldn't* outshine their parents and it's good that this is a design rule. But they do need to be reasonably balanced compared to each other as well, and while honestly the archetype as a whole has fewer problems in this regard than I might have been worried about at first glance, I think Fiery Composition definitely is an example.

Regarding power replacements, the set actually did have Burn in its original version a year ago, that got replaced by Reforge in the current version of the set. I actually don't think just giving it Burn would be the fix, though. Partially this risks running afoul of the 'don't obsolete the parent sets' thing, because Burn is one of the last significant things Fire Armor has that this set doesn't. But also partially I don't think Burn would be enough, it's ultimately just a decent PBAOE attack, but I think the problems with the set extend beyond just 'not enough offense' to also include 'not enough support' and also 'not enough defense'. I thoroughly do agree that this is the time to contemplate changes, though, since the cottage rule indeed doesn't apply yet at this point.

Anyway, on to the giant huge long wall of text second part of my overall guardian feedback!




Having continued playtesting, I have more feedback on various guardian ~things~ and sets and animations and stuff.

First, as I noted on discord, the more I test various guardian secondaries, the more I feel that Fiery Composition really is underperforming. It is consistently far less survivable than every other secondary I've tested (which is all of them except reconstructive, because tbh I don't understand or have any real interest in that set) and honestly does not feel significantly ahead of most of them in terms of offense.

One way of looking at this, I think, is to note that a full third of the set doesn't significantly contribute in normal play, either because of being a naff power (temperature protection) or just highly situational (power of the phoenix, heat exhaustion). None of these powers are a problem by themselves, but when you put them all together it adds up. Meanwhile, other sets like organic (or, honestly, *most* of them) have every single power doing something pretty useful most of the time. Even if the remaining powers *were* as good as the best from other sets, this would still leave the set worse off. And when you look at the remaining powers, you've got three self-only powers (shields, consume), which are alright but not the important part, and three team powers which just don't cut the mustard by themselves. Reforge is a not-very-strong buff on only a 60% uptime after slotting, melt armor is as previously noted probably the worst -resistance power available to guardians, and soothing flames is a standard heal but not enough to carry the set. Ultimately the set just doesn't have the tools to keep up.

Fiery is pretty clearly the squishiest of all of the secondaries both in a personal and team sense, having only moderate resistances and no special tricks for the guardian and just one relatively weak heal for the team. A set like that ought to be top of the heap by a good margin for offense, but it is IMO not only pretty clearly *not* top of the heap, honestly it doesn't even feel better at offense at *all* compared to many of the sets. Energy blows it out of the water, atmospheric/ice have a *stronger* -res debuff that is available twice as often and brings mitigation to boot, temporal also has a better debuff and adds recharge, radiation has its debuff as a toggle up as often as it needs it and then adds both recharge and damage in AM and even has an AoE attack too, and even pain has a bigger radius on its debuff and a better uptime on its offense buff to partially offset the smaller numbers. For offense the only sets I'd put fire *clearly* ahead of are dark, organic, reconstructive, and stone, or in other words it's middle of the pack at best. That isn't where the hands-down-squishiest set should rank.

One of the reasons that I'd advocate for both the decreased recharge on the heal and the replacement for Power of the Phoenix is that, while the set being a bit squishy does make sense, I don't think fiery necessarily has to be quite *this* squishy. Fire armor is squishy, sure, but even it isn't *this* fragile, and thermal is a relatively evenly balanced support set between defense and offense. As such I think there's room to make the set slightly less frail while still remaining within the envelope defined by its parents, and this also means any improvements to the set's offense don't need to be quite as drastic as they'd have to be otherwise. This is also why Phoenix Renewal being a multifunction offensive and defensive 'nuke' would be IMO a good thing. And by this point I imagine I'm probably annoying you with how much I've been going on about this, so I'll stop now. ^^

(Also, as an aside, why does consume have to be this bad compared to power sink etc? It's got a larger radius and less upfront end cost, which aren't very important because it only takes a few targets for either power to give a full bar anyway, and pays for it by not being autohit *and* giving less end per target (even counting the trivial recovery) *and* having triple the recharge? Seems a bit much. Maybe make the recovery bit last as long as the debuff resistance? Or just drop the recharge to 2 minutes instead of three? And this question applies to the regular version of the power too honestly.)

Exploring the various other secondaries, my previous thoughts on endurance usage are a bit modified, mostly because a few of the other secondaries ended up being even more endurance heavy than I expected just from looking at their power lists. Notably, Ice has a *gigantic* total toggle cost, and while heat loss is great it's got a long downtime so it spends a lot of time running dry. And while Radiation has AM, it also has Enervating Field and that is just a great big 'no endurance for you' button. Dark isn't bad if you don't use Cloak of Fear, which is alright with me because I wouldn't touch that power with a 10 foot pole, but if you're one of those silly weird people who likes it then you're also gonna have a fun time with that endurance bar. And as expected stone is almost as bad as temporal. So in other words the problem, if there is one, extends to more sets than just temporal.

I'm *still* not sure if this is a bad thing or not. I think it's probably intended that endurance is a limiting factor, and in the abstract I think I'm ok with that. The thing that worries me though is still how some sets really don't have the tools to deal with it nearly as well as others, which makes me worry about imbalance between the sets in the AT. It also makes me worry a bit what happens when you IO and/or incarnate enough to remove that constraint. I mean, yeah, IOs and incarnate stuff are meant to be powerful, but I have a feeling they'll make an even bigger difference on guardians than on most ATs. Removing the endurance leash from Temporal at endgame would be a big boost to that set, for example. Again I'm still undecided what I really think about this whole issue, but I'd be a lot less conflicted if it were at least more uniform across the AT.

On the level of individual sets, I have a few other comments in addition to my general ones above. First, Stone and Ice need power order changes, both for the same reason - it's ridiculous to make them wait until level 28 for their E/N shield. For ice, I'd simply switch Glacial Armor and Arctic Fog - 20 is still a bit late for the last major shield, but a lot better than 28 and it's a simple change. For Stone, I'd rearrange a bit more - I would move Quicksand to level 4, Crystalline Armor to level 16, and put Stone Skin at level 28. This gives a bit more support capability early on, especially as that's when the -def of quicksand is most useful, gets the E/N shield in at a good time, and leaves the much less important minor resistance auto as a later choice. Both of these are already quite late blooming sets with their best two powers coming last, so *also* having to wait until level 28 just to finish out their basic self protection is especially grating.

I was thrown for quite a loop when I saw that Stone's version of quicksand has a 90 second recharge. That seems rather extreme to me, I don't think stone is a top tier secondary to start with and quicksand in particular is a good power but does not seem to warrant tripling its recharge. Quicksand is a 'sauce' sort of power IMO, it's a good power to make everything else you do a bit better, but is not actually *that* strong of a power in the long run. It's an aoe slow and -def, it's helpful but it doesn't actually bring any direct mitigation or killspeed increase. And making it such a long recharge hurts the power particularly when it is most helpful - at low levels, where the -def is actually quite useful but when it's harder to get a good amount of +rech in it. Having it available more often wouldn't really increase the performance of the set at high levels, as the power will end up available more or less whenever you need it at those levels anyway and having it stacked isn't really adding much, so I would prefer shortening the recharge to make it more useful at low levels, perhaps to 45-60s. This is especially relevant with my suggestion to move it to level 4, because having it on a reasonably short recharge at a low level would give the set much more useful support capability early on (which is a thing that many guardian sets are lacking in IMO) when the set is otherwise very late blooming.

Energy composition is still very top tier, I would have to get more experience with it in a team setting but I could see it being perhaps a little bit too strong. It's basically kinetics with self protection, which is really quite good. It is very endurance heavy for sure, but transference really steps up to the plate there as long as you don't miss or mess it up, plus energize helping as well. If it's 'too good' one possibility might be to shave a few off the target cap for fulcrum. It does a 40% boost from self plus 20% from each target with a current cap of 10, so 240% maximum. If it had a cap of, say, 7 instead, that'd be a max of 180%. This would also be a 'rein in the extremes' sort of nerf rather than an across the board nerf, which I tend to like better.

On the topic of energy, inertial siphon is also honestly *too* much movement increase IMO. If you get a capped hit (which you of course are always trying to do, for the recharge) it's more movement increase than having both siphon speed and speed boost on you at the same time. It makes trying to control your character honestly kinda obnoxious and not fun, especially on uneven terrain where you suddenly find yourself shooting off at 9999999 mph because the game decided you were in the air for an instant. It's worse than speed boost. I'd personally do the 'frontloaded buff' thing here that many other buffs do. Assuming it operates by summoning a stacking pseudopet at self for each target hit that applies the buff, I'd make a copy of the pet with no recharge buff but twice as much movement increase and have it summon that once non-stacking, and then cut the movement increase on the stacking pseudopet by a factor of 3. That would mean you'd have a larger movement buff if you hit only 1 or 2 targets, the same if you hit 3, and less if you hit more, keeping things more controllable.

For the other sets in general, Dark is solid and also IMO slightly boring. I don't think it needs my proposed modification to howling twilight in a balance sense (which is fine because it's not as big of a difference as fire's), but it'd be a fun power to play with. Atmospheric and Radiation kinda both feel like 'baseline' sets to me, solid and with a good variety of tools. They've each got staple mitigation, a few different options for additional mitigation or utility or team buffs, and the ability to ramp it up and go all out in extreme situations. Ice feels... erratic. It's like atmospheric that swaps some of its more staple powers for more situational or longer recharge ones, and as mentioned it's got major endurance issues. It still functions, I just don't care for the design as much. Pain is deceptively good, mostly because of the regneration aura I think. Its direct mitigation feels a bit weak up-front, but the aura adds up to a surprising amount of health over time. I don't think it's too strong or anything, just that it might look weak at first glance but isn't. Stone is definitely a bit of an oddball with the short recharge aoe 'heal' being an absorb instead, it demands playing differently but I think it can definitely work and it's got a good amount of mitigation. And its 'nuke' t9 is actually pretty fun, it's kinda like what I was envisioning for fiery, though stone's is actually even stronger so maybe I was a bit conservative in the numbers on mine, though better to start low and adjust up if needed rather than the other way around. (Regarding the nuke, the fact that the DoT lasts so much longer than the fire FX is a bit disconcerting, it feels weird. I'd personally make the FX last longer or the DoT happen quicker so they're the same duration, having them still be taking damage after the fire vanishes just feels off.)

I don't have as many comments on primaries, but still a few. For starters, there's still a couple of attacks with bad DPA that imo need looking at. For Earth Assault, Stone Spears moving to a 6s attack helps its DPA a lot. It's still mediocre, but it's not as terrible and the 80% knockup is nice. I still think hurl boulder should move to a 10s attack as well, though. It's currently the same DPA as stone spears with a longer animation and a much less useful secondary effect, and given the entire set only has two ranged attacks of any sort I feel they ought to be at least half decent. (I still wouldn't take it even then because I hate the animation, but it would be an easier sell.) Meanwhile, Mace Assault still has an even worse problem in Mace Beam, which is afaik the lowest DPA (single target) attack available to the entire archetype by a significant margin. Making it a 6s recharge attack wouldn't be as good of a solution here since the set then wouldn't have a 4s attack at all. I personally might just give it a 'free' energy DoT secondary effect, noting it would *still* be fairly mediocre even if it had a full 6s recharge attack's damage for free. One of those 80%/4x scale 0.15/cancelonmiss DoTs would raise its average damage to scale 1.35 and its DPA to 35.6, which is still poor but not quite as abysmal. (It'd then be the same DPA as stone spears, i.e. still poor, and imo the shorter recharge would balance out not having stone spears' pretty good secondary effect. Neither of them would really be *good* attacks still, but more passable.)

I still despise Dark Assault, mostly because of how obnoxious Night Fall's super narrow cone is to use. I would note that the guardian version of the set doesn't have to worry about an aoe immob competing with a control primary so having tentacles wouldn't be an automatic no-no... Really though this is more personal preference, similar to how I dislike Gun Fu because it IMO chose the dual pistols attacks with the most annoying animations. On the topic of pure aesthetic preference in animations, I'd personally prefer if Bitter Freeze Ray swapped its animation for the one that's used for Energy Transfer. They're almost identical (holding up the hands while powering up and then shoving them forward), but Fitter Freeze Ray has the character looking at their hands all goofily while Energy Transfer has the character looking forward at the enemy the whole time and looks much less silly. Finally, I don't like that in Psionic Assault subdue is almost a carbon copy of Mental Blast, I think subdue should be a 10s attack instead. Or, like, make one of them 7s and the other 9s, or something.

And lastly, Hellfire Assault. I like this set, it's cool, but I still think that the set would make more sense and feel more consistent if the whip attacks were all short ranged and the long range attacks were all 'normal' hellfire ones. Right now the set is really all over the place in terms of types of attacks and secondary effects, which really makes it feel like the cobbled-together patchwork it is. Even switched around it would still be a bit of a patchwork, but it would feel more like an intentionally designed cohesive set.

If I were able to wave a wand and rearrange the set, it'd go something like this. Corruption would become a 20 foot range, 8 second recharge melee attack (with appropriate changes to damage/end/damage modifier - note the FX still looks just fine when used at that range) and replace Hellfire Smash. Wrath of Hell would become a 20 foot range melee attack, also gaining slightly more damage thanks to shifting to the melee damage modifier and so being a bit more worth its very long animation time. And then I'd add a 'Hellfire Blast' ranged attack to take Corruption's former spot as a 6s ranged attack. The set would still have almost the same basic setup of attacks, overall shifting one ranged attack to melee but still having a good number of both types (and a set being a bit melee or ranged biased isn't a bad thing anyway - see energy and earth assaults). And this way the set would have a lot more thematic consistency, and honestly the whip attacks *look* better as melee anyway.

I'm not saying that this has to be done just because I say so or something, of course, especially at this late date. The set is perfectly functional the way it is, and I actually like it a lot, the unique t9 especially. This is mostly just my design OCD/sense of order protesting at something that feels messy and inconsistent.

I'm sure I will have more comments at some point, but that's it for now. I will close with some minor bug reports.

Minor bug reports. Some of these I've already reported on discord, but putting them here as well for completeness:
Stone Composition, the SFX for both Volcanic Armor and Crystalline Armor do not properly fade away after activation, instead continuing to play indefinitely.
Dark Composition, Shadow Fall has the same problem as above where the SFX does not properly fade away.
Guardian Psi Assault, Telekinetic Blow does not play an animation.
Guardian Ice Mastery, Ice Storm does not accept accuracy enhancements like it should.
Hellfire Assault, Hellfire Smash and Hellfire Burst do not play SFX.
Super Reflexes, Practiced Brawler still has the same 'SFX does not properly fade away' issue, though its animation works now.
Super Reflexes, Practiced Brawler - the absorb expires after 10s and has a 2s gap until it refreshes at 12s, this is due to the absorb having a duration of 10s and a 'non-stacking, does not replace' flag on a toggle with a 2s activation period. To fix this the activation period and the duration on the other effects should be set to 10s (with appropriate change to the endurance cost) and the absorb's stacking flag changed to 'non-stacking, replaces'. This also affects Temporal Reaction's version.

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(Almost Tested) Bug Reporting / Re: Guardians Feedback Thread
« on: February 27, 2021, 04:17:30 pm »
Regarding the archetype in general, resolve is still a bit meh feeling. It's just hard to notice it doing anything, even when it actually is. This might not necessarily be a *problem*, after all it's not like vigilance or the damage buff portion of defiance are immediately visible either, but it's still worth noting. The other thing I notice about resolve is that it's a rather snowbally mechanic. You get stacks of resolve for killing things, which means that it helps you win harder if you can already kill stuff but doesn't help at all until you get those first few kills. As a result I've noticed a distinct tendency when pushing the pace solo, where I can jump into a spawn and either die before killing anything or wipe the floor with them and finish healthy depending on whether I can manage to get the first couple targets down quickly. In other words it's a mechanic that pushes encounters away from stability, it takes winning and amplifies it by giving you absorb, and it takes losing and amplifies it by not giving you any help at all. Again I'm not sure if this is a bad thing or not, and in teams it may not work out quite the same way, but I almost wonder if having resolve, in whatever form it ends up being, as a simple on-hit effect instead of triggered might work better. I still like that resolve is a team defensive thing triggered off of the guardian's offense, that seems very thematically fitting for the AT, I'm just not sure about being triggered off of kills now that I've had more experience with it.

Another general AT thing I've noted is that guardians are endurance hungry. The combination of a full slate of attacks (including epic AoEs with their usually high costs) with both armorset toggles (also often including tough/weave) *and* often-endurance-expensive support powers leaves them with high usage overall. This is not necessarily a bad thing, endurance limitations can be a valid balancing tool after all (e.g. energy composition's high costs on inertial siphon and fulcrum flip are definitely necessary IMO). What concerns me a bit is that the ability to cope with these costs does not seem even across the archetype.

Specifically, almost all guardian secondaries include some form of endurance support, with the exceptions of stone and (partially) temporal. (Temporal does have chrono shift, but between its high cost, long recharge, short duration on the recovery effect, and likely lack of room for endmod slotting in most builds this power is by far the weakest among the secondary sets from a net-endurance-over-time standpoint, to the point where I wouldn't really consider it to count.) Having experience contrasting temporal with other guardian sets this does seem to be an issue in practice - I am *constantly* out of endurance on my /temporal guardian to the point where I am converting everything to blues if I don't want to be forced to stop and wait between spawns or forgo using some of my stronger powers, where my other guardians also frequently run low but have the tools to bounce back. On the other hand temporal is very strong when you do have all your abilities in play, I'm just not sure I like this form of balancing is all.

For specific (secondary) sets, I've tried out fire, energy, organic, and temporal composition with various primaries.

Temporal is very strong both defensively and offensively. I paired it with umbral for the heal and ended up basically never needing it, because between the native defense, farsight, the -tohit and -dam in time's juncture, and the absorb in PB I almost never actually took significant damage. Given that it also brings good offensive support with slowed response and chrono shift and provides most of its benefits to the team as well between debuffs and team buffs, I wonder if this set might perhaps be slightly over-tuned. As noted above it's also even more endurance hungry than most, so I personally might consider de-tuning a little bit in exchange for some reduced endurance costs. Perhaps as a start knock the defense in farsight back from scale 1.25 to scale 1 (which I think should be done to the regular version of the set too TBH), and then drop the endurance cost on time's juncture to 0.3 end/s or something like that.

Organic and energy I rate fairly similarly, namely strong but I'm not as worried about them. Energy is powerful but is held back by basically needing to never ever miss with transference. Organic is beefy but also clicky and reactive to stay alive. I would guess they're on the high side of the average performance level of guardian secondaries, for sure, but I wouldn't consider them as needing significant changes.

Fire is, frankly, pretty disappointing. It's extremely squishy and doesn't feel like it has enough upsides to make up for that. Compared to fire armor it is even *weaker* defensively - at least fire armor has an above-average heal - and doesn't bring any of the set's personal offense. Compared to thermal it loses almost all of that set's defensive contributions, and I don't think the team offense that's left is enough to make up for it. Melt Armor is arguably the worst -resistance power available to guardians, with either the worst or tied for worst -resistance value, radius, and recharge. (Heat loss has a longer recharge, but is only partially a -res power and is extremely powerful in other ways.) It's not *bad*, but it's not as good as what other sets get either. Reforge is alright, but is actually not a very big buff on guardian numbers - compare to Overgrowth, which is 66% stronger with close to the same uptime and has an endurance discount as well. And Heat Exhaustion is a fine power that is simply irrelevant 95% of the time. Ultimately this set is extremely squishy on a personal level, brings minimal team defense, and its offense is arguably worse than at least a couple other sets and IMO definitely not strong enough to make up for it overall.

I think fire definitely needs work. One simple possible change would be to knock the recharge on Soothing Flames down to 12s or so, mimicing how fire armor's Healing Flames has a faster recharge than something like Reconstruction. This would help somewhat with both the personal squishiness and minimal team defense issues, but would still be held back by animation time and endurance usage. I don't think this would be nearly enough by itself, but it could help. Another option might be to swap out the junk power of temperature protection for something else - not sure *what*, exactly, and one would want to be careful to abide by the rule of not obsoleting either parent set, but it's an obvious candidate for change if need be. And lastly, well, I already sent in that overly-wordy proposal for a replacement/modification for Power of the Phoenix, but I want to elaborate a bit on how and why I think that would be a particularly good fit here. Looking back at fire armor, that set is also squishy, and so Rise of the Phoenix is a particularly well-fitting and thematic addition there - not only giving the set an option to recover from defeat, but even to turn it around and *use* that defeat to blast the fuck out of the baddies and fulfill the set's theme of offense. Guardian fire composition, as it stands, is even squishier than fire armor but yet is missing the tool that set has to deal with that. And the set is also currently not really as high on offense or defense as it IMO needs to be to make up for its drawbacks relative to thermal or other guardian sets, and swapping out Power of the Phoenix for the Phoenix Renewal power I proposed also gives the set something that would be a big splashy offensive and defense tool when you're not using it as an omni-rez. And of course it's also just thematic as fuck for a fire set. (Yes I know I'm probably starting to sound like a broken record about this idea, but darnit I really like it. ^^)

I'm sure there's more I could go on about (like primaries), but this is probably enough for now and I'll probably come back later. But yeah, fire composition totally should get that Phoenix Renewal power, yo. ^^

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