Classic Uber Sets (Full Version)

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Ward_Point -> Classic Uber Sets (3/27/2024 11:36:11)

Some of us were trolling around Discord and happened to be discussing the Nemesis Set.

Golden & Nemesis have both been updated to current standards with effects to match.

So... what would players like to see for the Reign (3rd Uber) & Shadow sets? (4th Uber)
Reign:
Originally the first 'Fully Offensive' Set.
Reignbringer: Currently Burns on Special.
Reign Plate: Chance to Celerity
Reign Defender: Backlash
Reign Phoenix: Chance to Burn

Obviously, it's going to be a Fire, Fully Offensive set.
What we can try to work out is to maybe work around the classic Burn & Celerity.
Legion Overlord has introduced an interesting mechanic in Burn Eating, so let's attempt to use Burn to power Celerity!

Suggested Rework for Reign
Weapon: 0 Proc, Chance to Burn on Hit
Armour: Burn Eater Skill, Consumes Burn for Celerity.
Shield: Burn Potence? But SnuggleHearts (Also a Fire Shield) already has this effect. How about Burn on being Hit? Or Burn on Block?
Pet: Toggle [Burn Mode] & [EAT (Burn), HEAL (HP)]
Misc: Burn Potence, Damage Trigger on Burn, Fire Resist


Shadow
Orignally the first 'Fully Defensive' Set.
Shadowspear: Fear on Special
Shadowbones: Chance to decrease enemy accuracy
Shadow Cloak: Chance to Auto-Miss
Shadow Bird: Chance to Blind

It seems clear that Shadow is a Dodge focused set. Three out of the 4 Items affect enemy accuracy in some form. However, to maintain it's use against Bosses, I'd prefer it to go down a Defence Boost status.
Also, Fear and Dodge work somewhat against each other. Literally 'You can't dodge if the enemy can't act' (This line is stolen from Discord. Thanks!)

Suggested Rework
1) Shadow Cloak should be dodge-lean, similar to Ghost Costume. While not particularly creative, I would propose a QC Skill similar to Fujin Plate's Wall of Wind.
2) Shadowbones: To tie in with sustaining the bonus Blocking, Shadowbones should have a SP-on Block effect.
3) Shadow Bird: Similarly to Bun-Bunnaret, allow it to toggle between an Attack & Defence-Boost mode.
4) Shadow Misc: +Heal Resist, +Dark Resist, +7 MRM
5) Shadowspear: Toggle between Damage & Drain (Resource) modes. This feeds SP or HP back to the Player to further power the defence.

I'm wary of this being too strong for Shadow. Ghost Costume has +17 Blocking, Fujin's Skill adds +24 Blocking. Shadow Bird would be worth 15 Blocking at max stat investment (I recommend using END for this :D).

15 (base) + 17 (Lean) + 24 (Skill) + 15 (Pet) + 7 (Misc) = 78 MRM
The player has practically 80% to dodge, which is absolutely ridiculous.


Regardless, the point is, what would players like to see for the potential rework of the sets?

Also, by all means, expand your selection to include 'older' Uber sets like Asgardian or Fujin. These are all classic sets I'd love to see being reworked with a central theme.




Sapphire -> RE: Classic Uber Sets (3/27/2024 12:01:14)

Havnt thought much about some of the other sets but I did think of a very boring, but likely very very effective idea for Reign.

Reign was sort of the OG for the celerity idea. So IMO, it should be all about celerity.

Literally, if every item in the set had a 10% chance to give the player celerity...so we're talking Armor+Shield+Weapon+Misc+Pet.... each item's collective 10% chance combined essentially makes for a 50% rate collective celerity chance. Two items firing at once saves a celerity for next turn.

It'd be somewhat of a boring set in that it's not really doing much and everything's doing the same thing, paying in via damage or defense, but the collective I promise would make using all of the pieces together VERY strong




CarrionSpike -> RE: Classic Uber Sets (3/27/2024 12:10:40)

Just a few notes before I can post something with more substance.

Overlord: Quite frankly I think that it's boring item design if the Burns applied by a FO set only exist for triggers or to be consumed for other powerful effects, at which point you're not really using the Burn as Burn, but rather just another way to increase Player power in combination with items outside of the set. Adapting Burns to work more effectively as a FO mechanic would be significantly more fun and interactive.

Twilight: I think that the dodge-lean, put bluntly, just shouldn't exist. Beyond that, stacking a bunch of MRM and then some SP recovery just means that the Player is forced to use items outside of the set to deal damage via blocking, which isn't ideal. I also think that a rework of the Twilight/Shadow set gives some opportunity to focus on certain dodge sub-archetypes that are even more under-served.

Overall: I have some further thoughts regarding these sets (and honestly most of the MC sets, even beyond the "classic" ones) that I will share when I have some time to get them in writing.




KhalJJ -> RE: Classic Uber Sets (3/31/2024 10:17:32)

Love this as a topic, and would be keen to hear other's views. Whenever any of these sets are updated, whether that is soon or years away, it'll be cool to see.

On the Reign set stuff, I think the suggested theme in the initial post is perfect, and anything along the suggested lines would be awesome.
Similar ideas are burn eat for (fire) elevul (as per monsterlord) to make it for offence focused, burn eat for HP heal (makes thematic sense to be on the pet perhaps, or the shield?).
I think the pet could be difficult to differentiate as a burn source. Maybe if it was close to BiS burn pet but only if used with full set? (Unsure if FSBs are still a thing but would be cool to keep the synergy/flavour). Phoenix lends itself very nicely to a Once per battle skill (like blood hawk I think?) maybe as burn nuke/player heal nuke or something.
Misc screams out to be Lovestruck Scope but for Burns (thematically perfect but I think Lovestruck copies are going to be controversial at best...)

For Shadow, I also love the dodge-lean def boost suggestions. Anything like the suggested would go down great.
I think one thing to add is a thematic "Consume shadow' skill (consume the defboost for healing, could be any HP/MP/SP unsure) makes a lot of sense.
On the art front, I'd love to see OG shadowspear be available again. Always thought that art was simple but 10/10 and the newer version is much less attractive.
I like the idea of the wand in this set, it could be like Eye of the Underworld but hard to then not just be outcompeted by that even if changed to be consistent. Could it do panic?

For Fujin, I think it lends itself well thematically to a combo dodge/choke set perhaps, as the choke would synergise with mitigating any non-dodged hits, and this gives it distinct flavour differences with shadow as suggested. Defboost eat to inflict choke maybe? I have thought less about this one. It'd be cool to see Tonbo-giri become usable.

For Asgardian, I think this is more be difficult. Currently you have:
STR trigger weapon (w/ paralysis? Idk)
SP damage toggle armour
SP paralysis skill shield
Elevul pet
It's not really themed that consistently, except for a paralysis flavour, which is not a well liked status given Freedom, and an hyper-offensive focus with elevul and damage toggles.
I've struggled with this as I have nostalgia pangs for this set and would love to see it made competitive!

I like the idea of keeping some on click skills, perhaps for the weapon/shield, a STR toggle maybe fits somewhere.
Maybe you could have a Time gauntlet-style guaranteed paralyse somewhere if that is possible, to keep the flavour and keep it usable.
I think it is hard to make it competitive as hyper-offence, when competing with eg. subraces, so maybe a lot of damage toggles that lets it attempt to do this? Possibly a bit power-creepy but I'm unsure how else to go here. Bloodzerker-style damage toggle, but presumably would not have elecomp, plus another damage toggle? Will think and try come back to this.
I don't know if art updates are considered but I think it'd be important to keep the old art for this one available, it is iconic.




VileReptile -> RE: Classic Uber Sets (3/31/2024 13:10:31)

I like CarrionSpike's idea of turning the Reign Set into a FO set that can incorporate burn into the FO playstyle. I don't feel strongly in favor of using burn as a means to translate it into another a form of benefit. That said, I don't know if what I wrote is what they deem as "adapting burns" with FO in mind.

I'd like to see if the Reign Set can be something that encourages the player to commit to the set and its FSB. Akin to a ruler expanding their domain and forcing the monster to become their subject. I think it should be selfish to the point that it has a one-of-a-kind burn that only its set can increase/prolong. AKA, the gameplan becomes something like juggling the burn while managing your HP/SP, getting hit by elements that the armor doesn't cover, and maintaining SP upkeep of the full set.


The burn: Overlord/King/Queen's Reign: Fire burn with the added benefit of decreasing the monster's MRM against fire attacks/increasing monster fire resist that slowly increases depending on the Power reached/Duration passed. Have the burn and related effects expire if a turn passes with the armor unequipped.

Weapon: 0-proc with a weapon skill that applies regular burn.
Armor: Overcharged skill that begins the one-of-a-kind burn. Celerity chance brought up-to-date.
Shield: If you get attacked by an element that is not fire, then the monster will attack with fire damage for their next turn.
Pet: Attacks that apply regular burn.
Misc: Burn potence, fire resistance.
FSB (everything above equipped): Normal, weapon skill, and pet attacks add to one-of-a-kind burn *can't give the monster the status effect if it isn't there in the first place*, and give the player a flat heal based on hits connected?


Sidenote: If art updates are considered, I'd like to see visual flairs/clarity when certain effects proc, like the metal trimming on the armor becoming red/gold to indicate that celerity proceed. Or something like flaming eyes or a fiery cape.




Aura Knight -> RE: Classic Uber Sets (3/31/2024 14:30:51)

Reign should go full defense with focus on follower celerity and burn. It's the set made for some king and makes sense to me.

The shadow set should be turned offensive while still having a blind effect and an added status eat nuke.

I don't have much reason for it other than it might be cool.




Zennistrad -> RE: Classic Uber Sets (4/3/2024 1:23:21)

I posted some suggestions for the Overlord/Twilight set revamps a while back in my suggestions thread, so I'll just repeat what I put in there here. There might need to be some changes to the calculations done due to the stat rework, but I think the general idea still holds.

quote:

quote:

Overlord's Dynasty
Fully offensive Fire armor with Energy and Light secondaries (39% Fire and 42% Light/Energy at Level 150.) Primarily weak against Ice, secondarily weak against Water and Darkness. Mastercraft; causes weapon attacks to burn your foe.

Lower-than-average MRM, focused mainly on melee. It then gets an additional -3 MRM to increase the burn power of its Mastercraft ability.

4-hit attack at a -3 BTH lean. Base damage is higher than average.

Description: The mighty armor of kings long forgotten! This armor will infuse your weapon attacks with the will of the Overlord, burning them with your radiant authority! With the full set, you can occasionally command your foe to give you an extra turn!

Mastercraft Bonus: Every time you perform a weapon attack, weapon special, or weapon-based skill, you attempt to inflict Burn* on your opponent (Power 2*85/82*[Hits/Attempts], Equipped Weapon Element, 1 Turn.) The opponent can save at a +0 Bonus (MainStat/LUK vs. DEX/LUK)**. Mainstat is the higher of STR, DEX, or INT.

Full Set Bonus: At the end of each turn, if you have the Overlord Weapon + Shield equipped, you have a 10% chance of granting yourself Overlord's Privilege, a renamed Celerity***. This only affects you, it does not affect pets and guests. Your opponent does not get a save.

*Your radiant authority burns your foe!
**Your foe resists your burning might.
***You invoke the Overlord's Privilege!


quote:

Overlord's Legend
Fire shield with light and energy secondaries. (-25% Fire and -12% Light/Energy at Level 150). Mastercraft; damages foes who hit you.

Even MRM, fairly low to help pay for secondary resists.

Description: The sturdy shield of kings long forgotten! This shield's surface is burning hot to your opponents, making their own attacks harm them!

Mastercraft Bonus: At the end of the opponent's turn, if they hit you with at least one attack, they take Harm damage equal to (5/0.85/1.4)% of the total damage they dealt.


quote:

Overlord's Conquest/Supremacy/Ascendancy
0-Proc Fire weapon. Mastercraft; inflicts a powerful burn on a lucky strike.

Conquest is a Melee sword with a -3 BTH lean, Supremacy is a Ranged spear with a -1 BTH lean, and Ascendancy is a Magic sword with a -3 BTH lean.

Description: The fiery weapon of kings long forgotten! This sword's/spear's radiant flames will melt through your resistances, but will deal extra damage. When you land a lucky strike, it will inflict an especially potent burn!

Effect: You take +(10/1.4)% damage but deal +10% damage with all weapon attacks. For the Magic version, you take +(7.5/1.4)% more damage instead.

Mastercraft Bonus: Whenever you land a Lucky Strike with a weapon attack, you attempt to inflict Burn (Power 10*[BTH Lean Multiplier]*[# of LSs/# of Hits Attempted], Fire Element, 1 Turn)*. Opponent can save at a +0 bonus (Mainstat/LUK vs. DEX/LUK)**. Mainstat is STR for Overlord’s Conquest, DEX for Overlord’s Supremacy, and INT for Overlord’s Ascendancy. For the Magic version, the power of the burn is reduced to 7.5*[# of LSs/# of Hits Attempted]. Lean multiplier is 85/82 for Conquest and Ascendancy, and 85/84 for Supremacy.

*Your weapon burns your foe with imperial fire!
**Your weapon attempts to burn your foe, but they manage to dodge the flames.


quote:

Overlord's Reincarnation
Ranged Fire pet. Mastercraft; Grants Burn Potence

Description: Much as the legacy of the kings of old will live forever, so too will their phoenix pets! This phoenix is covered in powerful flames that will scald your foes!

Has two modes; damage mode and status mode. Click to swap between the two.

Deals 1 hit of damage at a -3 BTH lean. In damage mode, it deals standard pet damage. In status mode, it deals -25% damage and attempts to inflict Burn (Power 1, Fire Element, 2 Turns)*. Opponent can resist at a +0 bonus (CHA/LUK vs. DEX/LUK)**.

Mastercraft Bonus: You get the Overlord's Divinity intrinsic, which grants you +20 to any roll to inflict Burn.

Set Bonus: If you have the Overlord Armor + Shield equipped, the pet’s attacks heal you equal to (10/0.85)% of the damage dealt in damage mode. In Status Mode, instead the power of the Burn it inflicts is increased to 1.47.

*Some of your Phoenix's undying flames set your foe ablaze!
**Your foe manages to avoid the worst of your pet's flames.



Also not technically part of the Overlord Set, but...

quote:

The Erupting Liquefactor

0-proc Melee Fire mace with a -3 BTH lean. Mastercraft; can permanently reduce an opponent's MRM.

Description: Within the hollow head of this mace is a portal to the Fire Lord's domain. The heat escaping superheats tough metal -- melting away the defenses of both you and your enemy!

Effect: You lose 6 MRM as long as the weapon is equipped. This cost is used to strengthen the weapon's Mastercraft Bonus.

Mastercraft Bonus: After every weapon attack you make, if you hit the opponent at least once, your opponent makes a save at a +10 bonus (STR/LUK vs. DEX/LUK). If they fail*, they permanently lose 1.6 * Hits/Attempts MRM, rounded stochastically. (E.g., if you hit one out of four attempts, your opponent loses 0.4 MRM, with a 60% chance of rounding to 0 and a 40% chance of rounding to 1.) If they succeed the save, or the MRM loss randomly rounds to 0, then they do not lose any defenses.**

*Your Liquefactor has melted your foe's defenses, reducing their blocking by [amount]!
**Your opponent resists the molten heat of your Liquefactor.


Calc: 15% melee value, /0.4 for save gives 37.5% melee. *0.85 to convert damage to bonus BTH, then /0.85 for requirement to hit the monster. /1.4 for affecting your entire side then gives 26.7857142. *0.6 for omni-elemental gives 16.0714285, then divided by 10 for ten turns gives 1.6.



And for the Twilight set:

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Twilight's Mantle
Fully defensive Darkness armor with Light secondary. Mastercraft; has -5% to all elemental resistances.

MRM is average overall, with a slight focus on melee defense at the expense of magic.

1 hit standard attack at a +3 BTH lean. Base damage is lower than normal to help pay for resistances. In addition, all weapon attacks and specials in the armor deal *0.98 damage.

Description: The Forgotten are but shadows of life itself. Taking their form grants you Darkness resistance beyond any other armor, and with the full Twilight set you have a chance of automatically evading any hit!

Mastercraft: The MC bonus and the 2% penalty from armor attacks pays for a -(7/1.4)% reduction to all damage taken, or -5%. This is represented in the armor's listed elemental resistances. At Level 150, these are:

Darkness   37%
Light      55%
All Others 80%


Without the armor attack penalty and the mastercraft, each resistance would be 5% higher. While it is not displayed, you also take -5% damage from the Harm element (but not from Void.)

Full Set Bonus: When wielded with the Twilight's Regalia and the The Twilight's Dread/Twilight's Horror/Twilight's Foreboding, you have a (10 * [Monster Dark Resist] /1.4)% chance of automatically evading any attack not marked as auto-hit.*

*The full power of the Twilight Set pulls you into the shadows!


quote:

Twilight's Regalia
Darkness shield with light secondary (-25% Darkness and -14% Light at Level 150). Mastercraft; can reduce your foe's effectiveness each turn.

Decent melee and ranged blocking but low magic blocking.

Description: These shields are fashioned from the undead legions that protect the Forgotten, acting as their battle standard. So frightening is the sight of this symbol that many attackers lose their nerve, reducing the damage they deal!

Mastercraft Bonus: At the beginning of your turn, your opponent makes a save at a -10 penalty (Mainstat/LUK vs. CHA/LUK). If they fail*, they are inflicted with Trembling (renamed Choke, -5.95% effectiveness, 1 Turn). Otherwise, they resist the status.** Mainstat is the highest of your STR, DEX, or INT stats.

*Your foe is left trembling by the terrifying sight of Twilight’s Regalia!
**Your foe is disturbed by your shield, but shakes it off.


Calc: 5 / 0.6 / 1.4


quote:

Twilight's Dread/Horror/Foreboding

50%-proc Darkness weapon. Can inflict Fear with its special. Mastercraft; increases the potency of the Fear effect.

Dread is a ranged spear with +5 BTH lean, Horror is a melee mace/scepter with a +0 BTH lean, and Foreboding is a magic staff with a +3 BTH lean.

Description: This spear/scepter/staff of rigid bone is fashioned from the undead legions that protect the Forgotten! It has a very high special rate, and its special can terrify your foe into inaction!

The special deals two hits of Magic Darkness damage at a +3 BTH lean. It then takes -16.667% damage, but attempts to inflict Fear ([42*DarkResist*Hits/2]% chance of not acting, 1 Turn)*. Opponent can save at a -20 Penalty ([Mainstat]/LUK vs. CHA/LUK)**, where Mainstat is DEX for Twilight's Dread, STR for Twilight's Horror, and INT for Twilight's Foreboding. For Twilight's Forboding, the power of the Fear effect is instead ([27*DarkResist*Hits/2]% chance of not acting, 1 turn).

*Your weapon’s dark energy fills the enemy with dread!
**Your foe resists your weapon’s dark energy.


Calc: 20% melee worth of damage reduction for the special +(5% mastercraft bonus/ 0.5 special frequency) = 35% melee worth of fear. /0.7 for save, /1.4 for monster power, /0.85 for requirement to hit. For the magic version the fear effect is worth 15% + (3.75 /0.5)% melee, /0.7, /1.4, /0.85, giving 27%.


quote:

Twilight's Harbinger

Ranged Darkness Pet. Mastercraft; inflicts Blind

Description: A bird-like companion of the Forgotten that is a sign of the horrors yet to come. It tends to focus on the eyes of its enemies, plucking them out and leaving them Blind.

Has two modes, damage mode and status mode. Can be changed by clicking the pet.

1-hit attack at a +3 BTH lean. In damage mode, this attack gets +5% damage. In status mode the attack deals -26.875% damage, but attempts to inflict Blind if it hits (-7.5 BTH, 2 turns).** Opponent can resist at a -10 penalty (CHA/LUK vs. DEX/LUK)**

Mastercraft Bonus: Makes the Blind effect more powerful.

Full Set Bonus: If you're equipped with the Twilight's Mantle, and Twilight's Regalia, the pet instead deals +15% damage in damage mode. In status mode, it instead attempts to inflict Trembling when it hits (renamed Choke, -5.6% effectiveness, 1 Turn).^ Opponent can resist the Trembling at a -10 penalty (CHA/LUK vs. CHA/LUK).^^

*[Pet Name] has landed a blinding strike on your foe's eyes!
**Your opponent manages to avoid being blinded by your [Pet Name].
^The sight of [Pet Name] causes your foe to tremble!
^^Your foe is unnerved by [Pet Name], but shakes it off.


Calc: 26.875 + 5% MC = 31.875% of a pet attack. *0.4 gives us 12.75% melee value, /0.6 for save gives 21.25. *0.6 to convert melee value to MRM = 12.75, then /0.85 for requiring to hit = -15 BTH divided over two turns is 7.5.

For Trembling, calc is 10% FSB, *0.4 pet damage, /0.6 for save, /1.4 for monster damage, /0.85 for requirement to hit.


And again, not technically part of the set, but:

quote:

Forgotten's Harrowing Totem

100%-proc Magic Darkness wand. Mastercraft; causes Darkness spells to inflict Fear.

Split evenly between two wand attacks: 50% chance of one hit for *(2/3) damage, and a 50% chance of two hits for *(4/3) damage. Both attacks have a +5 BTH lean.

Description: This grisly totem is fashioned from the bones of the dead, a symbol of the power the Forgotten wield. Its dark power enhances Darkness spells, granting them the added ability to strike fear in your enemies' hearts!

Mastercraft Bonus: Whenever you cast a Darkness spell, that spell attempts to inflict Fear (19.7 [Hits/Attempts]*[MonsterDarkResist]% chance of not acting, 2 Turns)*. Opponent can resist at a +10 bonus** (INT/LUK vs. CHA/LUK).

*The dark energies of your spell resonate with those of your Forgotten's Harrowing Totem, filling the enemy with Fear!
**Your spell's dark nature is frightening, but your foe stands strong!


Calc: One MC for a spell boosting item typically increases spell damage by 9.375%, or 18.75% melee value. /0.4 for 40/60 save gives 46.875. /0.85 for requirement to hit gives 55.1470588, then /1.4 gives 39.3907563. /2 for two turns gives 19.6953781.


And finally, one for the Insurmountable Gatekeeper armor in the Z-Token shop:

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Insurmountable Gatekeeper

Multi-element armor that can switch between Fully-Offensive and Fully-Defensive leans. Resistant to Fire, Energy, Light, and Darkness (45% resistance to each at Level 150.) Mastercraft; takes less damage in defensive mode and inflicts Burn in offensive mode.

In defensive mode, average MRM is higher than normal. In offensive mode, it’s lower than normal.

In defensive mode, attack is a one-hit attack at a +3 BTH lean, which has lower base power than average. In offensive mode, the attack is a two-hit attack at a -3 BTH lean, which has higher base power than average.

Description: The preferred armor of Halliphax, gatekeeper of Alnaphar. Switch between a defensive form that takes reduced damage, and an offensive form that burns your foe. When used with equipment from the Overlord and Twilight sets, you get further bonuses!

Effect: Comes with a skill that lets you toggle between two modes: “Gatekeeper’s Lament,”* and “Gatekeeper’s Might.”** The former option switches your lean to fully-defensive (referred to elsewhere as ‘defensive mode’), while the latter switches your lean to fully-offensive (referred to elsewhere as ‘offensive mode’).

Mastercraft Bonus: In defensive mode, you take -(5/1.4)% damage from all attacks. In offensive mode, all of your weapon attacks, specials, and weapon-based skills have a chance to inflict Burn (Power 1 * [Hits/Attempts], Equipped Weapon Element, 1 Turn).

Mini-Full Set Bonus: While wielding the Twilight’s Regalia shield and a Twilight's Dread/Horror/Foreboding weapon, you have a 3.57% chance of evading any attack not marked as auto-hit.^ While wielding the Overlord’s Legend shield and an Overlord's Conquest/Supremacy/Ascendancy weapon, you have a 5% chance of automatically granting yourself Gatekeeper’s Privilege, a renamed Celerity, without giving your opponent a save.^^

Note that the pets from the Overlord and Twilight sets do not count the Gatekeeper Armor as part of their own Full Set Bonuses.

*Call upon the lament of the Forgotten to switch your armor to a defensive lean, taking less damage from attacks.
**Call upon the might of forgotten kings to switch your armor to an offensive lean, leaving your foe burning with every attack.
^Your weapon and shield resonate with your armor, pulling you into the shadows!
^^You invoke the Gatekeeper’s Privilege!




battlesiege15 -> RE: Classic Uber Sets (4/3/2024 8:10:25)

Overlord:
- Set focus: Burn and healing
- Armor: Chance at Celerity with increased chance if the monster is already burned. Or maybe a self-inflicted Burn toggle to increase Celerity chance ("The regal flames consume you and invigorates your strength")
- Weapon: TBH I love the animation. Maybe make it a toggle between +DMG on the special if the monster is already burned (triggers the extra hit) or -DMG to try to inflict burn.
- Shield: Burn consume from both you AND the opponent to heal you. Or transform a Burn on you into a heal (once per battle for free, additional SP cost for subsequent tries) (This would fit with the armor if you have a self-burn and also since lots of Fire monsters burn you).
- Pet: Burn consumer effect to deal +DMG or heal the Player (plays well with a Phoenix thriving off the flames of the enemy and the rejuvenating effects they are supposed to have). To balance out the effect though, maybe have the pet be unusable for the rest of the battle (give it time to re-incarnate)
- Spell: Whole field Burn potency and imbue your weapon to inflict Burn
- Misc: Clone of Moglord Crown except with higher SP cost to give +50 [LUK], -6 MRM for +HEAL RESIST
- FSB: Super charged skill that inflicts a background change ("Overlord's Lair") with permanent Burn potency and Heal potency for both player and Monster. Yes, this would make SP healing more effective for both sides.

Twilight:
- Set focus: Afraid and dodge
- Armor: TBH I think this is great already
- Weapon: Toggle between +DMG if the monster is already Afraid or -DMG to try to inflict Afraid
- Shield: Already good as it is. Maybe throw in a HP cost for increased dodge chance
- Pet: Toggle to deal -DMG for more potent Blind or -DMG for Afraid (make it turn into an eldricth horror raven!).
- Spell: This would be a 2 turn spell:
-- Step 1: Charge your skill by "receding into the shadows" which also increases your MRM by 32 for 1 turn
-- Step 2: Status eater (Afraid and Blind) to convert to self-empowerment and turn your armor lean into a Full Offensive for 1 turn. This is ele-locked to Darkness.
- Misc: +6 MRM with omni status potency. Costs HP (life force) to maintain.
- FSB: Super charged skill that inflicts a background change ("Banishment to the Shadow Realm"). Transforms you into an Eldricth Horror (free to revert to your true form in your natural environment of the Shadow Realm). This time, your MRM gets reduced to 0 and are ele-locked to Darkness

Sorry these are probably way too much for each set but figured it would be thematical




Zennistrad -> RE: Classic Uber Sets (4/3/2024 10:33:06)

While we're still on this, I'd like to see the Taladosian Set be revamped somewhat:

Set focus - Control-themed offensive Energy set.

Armor - Can swap between Spellcaster and Fully-Offensive lean once per battle. Comes with an overcharged energy skill that can inflict Control, follows weapon type, SP for Melee/Ranged and MP for Magic. As a Full Set Bonus, gain +20 Mental Status Potence (Berserk, Control, Fear, Panic, Sleep and The Cold).

Weapon - Has an SP toggle to inflict a draining energy Burn. Magic version applies the Burn effect to spells cast instead. 20% proc, special inflicts Control Weakness.

Shield - Magic-focused Energy shield. Can be clicked once per battle to raise a psionic barrier, blocking a single hit of any attack.

Pet - Magic Energy pet, comes with a toggle between draining Energy burn and raw damage mode. Deals additional damage to enemies afflicted with Control.




Ogma -> RE: Classic Uber Sets (4/3/2024 10:56:18)

Reign :
- Weapon : Sacrifice some damage to inflict fire burn
- Shield : 1 skill (cost SP), instant, if enemy has fire burn, eat the burn to heal player (won't heal if no fire burn) when enemy hits player
- Pet : 2 modes
-- Sacrifice damage for burn
-- Eat Burn for HP/SP heal
- Armor :
-- FO
-- 2 skills (both cost SP) :
--- once per turn Player celerity
--- Fire skill, eat burn for extra damage
- FSB : Burn inflicted by weapon is permanent, increase player's weapon damage by enemy's fire burn power (with a cap)

Eventide :
- Weapon : Toggle (cost SP and reduce weapon damage for bigger effect), attempt to inflict harm vul (to pair with dodgelash shenanigans)
- Shield :
- When blocking, heal player's SP
- Sacrificing increased incoming damage for more MRM
- Pet : Give up all damage to blind enemy
- Armor :
-- FD
-- toggle (cost SP) : dodgelash
-- skill (cost SP) : Basically Fujin's Wall of Wind
-- Sacrificing increased incoming damage for more MRM
- FSB : Blocking/dodging heals player's HP.




Grace Xisthrith -> RE: Classic Uber Sets (9/18/2024 20:02:52)

Bumping since Reign is (if we go off the last two years' schedules) probably coming out soon. I had some thoughts I wanted to share

TLDR / Biggest Goals: Would love a f2p build universal fire elelock armor, and three armor versions for the three art versions we have with one being FD but a complete clone of whatever is made otherwise.

I’m very much looking forward to the Reign set revamp, no matter what form it takes. Even if it’s super different from how I imagined, or entirely not my playstyle, I’ll be so happy to see an iconic set getting love. That being said, I do have some opinions on how my ideal set revamp would look. Basically, if I had my dream set and everything I wanted, this is what I'd be thinking about
Theme: I played through the quest recently, and I enjoyed the vaguely timeless aspects, the king had been there forever, slowly fading away. Therefore, one theme on the set I’d love to see is to do with time. Time is super vague, but here were some ideas I had. Where possible, I’ve compared how I’d implement these mechanics if they were similar to a bloodblade, so they’re easier to understand.

Time being inevitable: Simply infinite stacking mechanics, whether it be damage, defense, a status, or something else. For a bloodblade example, a weapon invested 20% melee a turn, instead this would take the form of a +2% damage bonus each turn. Slow, but steady, and eventually, inevitable.
Fading away over time: A detrimental effect that increases the longer a battle goes on, stacking infinitely. For a bloodblade, this could take the form of initially being almost free, like inflicting a tiny Power .2 Burn each turn, but after a several turns, this burn would be heavily taxing. Another example I can imagine would be on an armor. Say the armor boosts outgoing damage by X%, but each turn, a stacking fragile is applied, slowly withering the player away. Staff in the past have hesitated to make items that have short term gain that is paid for by a long term consequence, which isn’t fully paid if the battle ends early. I recognize that, but hope that more creative solutions could be applied to tackle this issue, or just ignore it idk, initiative boost still exists so...
Time / revival: This one is less direct, but the basic idea is that being so ancient means you can’t really die or fully fade away, so some sort of revival mechanic. There are a variety of revival mechanics in game, in my opinion a healing / recovery version would fit best, rather than a nuke option.
Other themes:
There are several bosses in the original quest, a dragon, a phoenix, and sorta a jester. The Reign set is all about reigning, so having subjects makes sense in my opinion. I don’t think a beastmaster set truly fits the reign set, but I think the idea of having the subjects / citizens somehow present in the set would be awesome. It’s possible the art is already finished, but an attack where the phoenix or dragon show up and help out for example, I think would be sweet. A spell for the set using these creatures might also make sense.
Celerity theme: Celerity is very popular, so I suspect it’ll make its way onto the set in one way or another. My two hopes are that it isn’t a raw SP cost and does something mildly interesting, and also that it doesn’t scale off fire resistance, since there’s already the pumpkin spice weapons, which give celerity based off fire resistance. Also, potentially keep in mind Matchmaker (Fat SP cost, Armor lock, doesn’t require attack) after Reign is finalized, it could potentially use an update if the reign celerity fits it, or make sure the reign set celerity isn’t just like Matchmaker. I also hope that it's not just a burn eater for celerity, personally.
Burn Theme: I don’t really think there’s much burn theme with the Reign set. The boss doesn’t burn you, the pet burned, but was extremely rare, and one of the weapons burned but not the other. I’d be a tiny bit bummed to see a fire burn set.


Other considerations: The reign armor will have had 3 different versions of its art at the time of the new release, and I’d hope none of these art variants will go rare. My guess would be we’ll definitely keep the oldest, and the newest, but might lose the current art. My ideal new reign set would not lose any art, and have 3 variants of the armor, unlike the two on communicant and nemesis. Since three armors that do exactly the same thing is kinda excessive, my simple idea is to make one of them fully defensive, instead of fully offensive (or, opposite the lean of what’s on the retro and modern version if for some reason it's not FO). This would keep great art in game, and allow players of different builds to capitalize more. An easy argument against this is that armors designed to be FO or FD would probably be better only as one or the other, but my counterpoint is that there really aren’t many commonly used FD fire armors at all, so even an FD armor “meant” for FO would be a great addition. Finally, a last thought I had was that currently there aren’t any gold cost build universal armors with a fire elelock. It would be awesome if reign could fill that niche of zero to low resource cost fire damage.

*response to Khal: Phoenix blowing up in one way or another would be awesome! Even cooler if they could fit a revive in their somehow, either turn duration based or resource investment based or full set based or something, would make a very cool phoenix. Fair points on burn, and it seems possible that for special animations they could make a weapon variant, or design weapons with click skills, although I'm not as attracted by the idea myself




Ninjaty -> RE: Classic Uber Sets (9/18/2024 20:26:15)

quote:

Weapon: 0 Proc, Chance to Burn on Hit

I don't understand the obsession with eliminating the classic specials. Specials add a bit of excitement to the weapon, and in terms of the old classics, retain some animations we would otherwise never get so see. Can we at least have versions that keeps the specials, or a toggle to enable them? (and could the same be applied to golden axe?)




KhalJJ -> RE: Classic Uber Sets (9/19/2024 7:16:11)

I kind of agree with Ninjaty, classic specials have nostalgia value. Hard to keep these often and keep the items useable/competitive though so I appreciate the problem. Maybe keeping old art versions available with the specials? Unsure, that's potentially a lot of extra work.

Few thoughts on Reign spurred by recent items/Gibby's post:

1) Can't shake the idea of Phoenix pet doing a "Blood Hawk P" nuke attack that disables it for rest of battle, that heals the player. Feels thematically very on point, but understand maybe this wouldn't be that popular. Could have a toggle to make this burn/pure damage/heal or some pairing of these? Least is pure damage here given it would then compete with recent warwolf, and pure damage eater pets like torchfoot.

Alternatively, a heal mode which potentially eats burn as per Ward's original post would be very popular imo.

2) Re: Gibby's point, I think hard not to include burn in some way, the OG weapon being the burn one. But I wouldn't be opposed to not having burn.

3) Mirror Vordred's weapon recently released ate Burn on attack to heal, and Blind on attack to increase damage. A similar effect makes a lot of sense and could work well on Reign's OG weapon, or other weapons of the set - consuming burn for extra weapon damage: "The flames on your foe feed the all-consuming flame of your weapon!"




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