Adeon Hawkwood

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  1. Quote:
    Originally Posted by Edana View Post
    Reading your sig' at the same time - Does range boosted LRM actually fit inside draw distance?
    No clue, I had it on a Devices blaster, rather than Energy.
  2. Quote:
    Originally Posted by Oedipus_Tex View Post
    Not to be too hypberolic, but why in the world would you want to play a terrible set like Devices when you go Traps Corruptor and still pick up the one main advantage that Devices supposedly brings?

    So all Corruptors and Defenders with a Snipe are now, essentially, forced into taking Leadership pool, and also get a reliable new blast power that Blasters can only reach if they accept the gimp of Devices. This is balanced how, exactly? From what I can see, it breaks Defenders, it breaks Corruptors, and it breaks Blasters relative to those 2 ATs. I appreciate the developers wanting to improve Snipes but I can't stand by this change. I just hope there is something I don't understand or have missed about it to allay my concerns.

    How "hard" is is it exactly to get this benefit on a Corruptor? Well, observe below. Is this REALLY what we want everyone forced to be specced into? Really? Because I recall a power called "Stamina" that used to live in an "optional" pool that looked really similar to this.
    Yes yes, sky falling. Blasters obsolete. Objectively does the snipe buff help Defenders and Corruptors more than Blasters? Probably. Does it invalidate Blasters? No more than Corruptors and Defenders already do.

    The fact is there's been a strong argument for Blasters being obsolete long before the snipe change came along. To a large degree Scrappers, Stalkers and Brutes can deal damage as well or better and are a lot tougher while doing so. Corruptors and Domiantors can deal damage almost as well and provide lovely team buffs/debuffs or control. This change doesn't really impact that.

    As for Leadership now being "required" for Corruptors and Defenders I really don't see it. Sure Perma FastSnipe is nice but there are plenty of blast sets where it doesn't help as much. In fact Sonic Blast, which is generally considered the strongest Blast set for Defenders, doesn't even have a snipe. I'll also add that a lot of Defenders and Corruptors take Leadership already because it's a very useful set.

    Now I do think that there should be a bit more AT-parity for the snipe changes. At the very least I think Build Up for Blasters should be buffed so that it can more easily trigger it but I really don't see it as the horrific change some people seem to think. I also think something should be done to give Dominators access to FastSnipe (adding it to Dominaton mode was suggested, I'm not sure how I feel about that, Perma Dom is already very good).
  3. Adeon Hawkwood

    Nature on MM's

    I beleive Synapse said he will be reducing the endurance costs on the toggles.
  4. Quote:
    Originally Posted by Fulmens View Post
    I have absolutely no problem with your suggested changes to Elec Blast- I wouldn't want Charge Up to do less damage boost than Aim and I have no problem with it being a power that, objectively, is better than Aim. I might lower the recharge on Short Circuit from 20 sec to 16, just because.
    It's a toss up. My aim with Charge Up was to propose a power that has more total damage boost than Aim but doe sit in a different way. The actual damage boost is quite a bit lower but by stretching it out longer and making it give attacks a chance to chain the total damage increase over time from Charge Up would be higher than Aim.

    The upside is that this would fit well with the current DoT heavy nature of the set. Electrical Blast is not a set that front loads the damage but it's sustained output is pretty decent and my goal was to enhance that aspect.

    I wouldn't want to see the recharge on Short Circuit lowered since that would mean also lowering the damage or the radius.
  5. 1. Assault Rifle due to the 0.76 cast time
    2. Either Devices or Energy. Devices can get perma-FastSnipe and gives Sniper Rifle a small damage buff. Energy can't quite get perma-FastSnipe but it can take Tactics and alternate Build Up and Power Boost to get pretty good up-time and has Boost Range which is awesome with Assault Rifle.
  6. Quote:
    Originally Posted by Fulmens View Post
    Lothic: It is possible for something to be fun and underperform. However, if you let underperforming sets STAY underperforming just because they're fun...you're asking people to choose between fun and performance. Those shouldn't be exclusive options.
    Fulmens, I do agree with this. However I think the point that Lothic is trying to make (similar to the point I made a few pages back) is that there are people who enjoy Electrical Blast as it is now and any changes to the set should attempt to avoid breaking how the set plays for them.

    Some of the changes proposed in this thread for Short Circuit in particular would probably end up breaking set for those of us who enjoy it now.

    In general I would say that any attempt to fix Electrical Blast should probably keep two features:
    1. Short Circuit remains as a large area AoE with strong endurance drain and reasonably fast recharge (i.e. recharge shouldn't increase above the current 20 seconds)
    2. Voltaic Sentinel should remain a pet of some sort.

    I could be wrong but I suspect that most people who like the current iteration of Electrical like it for one of those two reasons. Yes, Short Circuit is a hard power to use, especially on a Blaster, but if you can use it effectively it is extremely powerful. It's got a much wider area than most AoEs and the Endurance Drain is (I think) more powerful than people give it credit for. Similarly VS is power that is unique in that it's a semi-pet in a Blast set. I'm sure some people took Electrical Blast solely for that.


    On that note here is how I would change the set. First the small changes:
    1. Decrease the cast time for Short Circuit and change it so that it deals about 50% of it's damage up front. This makes it easier and safer for Blasters to use.
    2. Increase the damage on VS, possibly by adding a chain effect or just a straight damage boost, decrease the cast time (and maybe change it so it just appears next to you rather than needing a summon location declared)

    Now the big one. Remove Aim and replace it with a new power called Charge Up (because I suck at naming things). Charge Up would provide a moderate To Hit Buff (enough to hit FastSnipe with little or no slotting) and a small damage buff (probably less than 20%). Duration would be 30 seconds and recharge 90 seconds. While Charge Up is active Charged Bolts, Lightning Bolt, Zapp and Ball Lighting all have a chance to Chain and hit additional targets. I'm thinking something like 30% for Charged Bolts, 50% for Lightning Bolt, 100% for Zapp and maybe 10% per target for Ball Lightning (the Ball Lightning chain effect would only hit one target for each chain proc, not a full AoE).

    The general effect of this change would be two-fold. First Electrical Blast using SOs gets FastSnipe two-thirds of the time on it's own about 90% of the time if Charge Up is cycled with Build Up (you can probably hit 100% with IOs). This would help with the single target strength of the set by allowing it to use Zapp to make up for the lack of a third ST blast. By adding chaining to it's single target attacks and Ball Lightning it gets a bit more AoE strength at range. An IO build with decent recharge should find it possible to get Charge Up permanent giving more options for IO'ing. Finally it doesn't technically break the cottage rule (Charge Up still buffs To Hit and Damage).
  7. So several years ago I created a Warshade, leveled him to 50 and promptly parked him becuase I was fed up with playing him. Lately I've been thinking about dragging him out of retirement and considering how to build him to make him enjoyable to play.

    After much soul searching I decided I needed a new build that accomplished four things:
    1. Tough as nails
    2. No Nova Form (I like blasting, I like smashing but I dislike Hover Blasting)
    3. No Hasten (I just really dislike Hasten from a conceptual viewpoint, if a build relies on Hasten it has to do something really, really cool to compensate).
    4. Try to minimize the number of pool powers taken as IO Mules (I hate having powers I don't use but at the same time I don't think I can build a Warshade the way I want without some IO muling).
    5. Re-imagine him with a new costume and more fleshed out backstory (ok, this isn't strictly build related but if I don't figure something out a perfect build probably won't help).

    In any case here's my first-pass build for him, I'd appreciate any feedback. The empty slot in Dark Detonation is for the Knockback to Knockdown proc when it comes out. I've got pretty good typed defense and decent global recharge. Eclipse isn't perma but it's at "good enough for me" levels. I would kind of like to get my S/L defense up a bit along with my E/NE defense. My original goal was thinking about 32% S/L, 25% E/NE and 20% F/C since Fire and Cold seem to be relatively rare amongst NPCs) but I don't see any obvious switches to up S/L/E/NE without losing a lot of F/C to compensate.

    Hero Plan by Mids' Hero Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Blackhawk Quasar: Level 50 Science Warshade
    Primary Power Set: Umbral Blast
    Secondary Power Set: Umbral Aura
    Power Pool: Leaping
    Power Pool: Concealment

    Hero Profile:
    Level 1: Shadow Bolt -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(21), Thundr-Dmg/EndRdx/Rchg(21), Dmg-I(23)
    Level 1: Absorption -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(34)
    Level 2: Ebon Eye -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(25), Dmg-I(27)
    Level 4: Gravity Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(29), Aegis-ResDam(29)
    Level 6: Shadow Blast -- Thundr-Acc/Dmg/Rchg(A), Thundr-Acc/Dmg/EndRdx(31), Thundr-Dmg/EndRdx/Rchg(31), Dmg-I(31)
    Level 8: Super Jump -- Zephyr-ResKB(A)
    Level 10: Penumbral Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(33), Aegis-ResDam(33)
    Level 12: Sunless Mire -- Oblit-Acc/Rchg(A), Sciroc-Acc/Rchg(43), RechRdx-I(45)
    Level 14: Dark Detonation -- Ragnrk-Dmg/Rchg(A), Ragnrk-Acc/Dmg/Rchg(17), Ragnrk-Acc/Rchg(17), Ragnrk-Dmg/EndRdx(19), Ragnrk-Knock%(19), Empty(46)
    Level 16: Twilight Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(23), Aegis-ResDam(27)
    Level 18: Shadow Cloak -- LkGmblr-Rchg+(A), HO:Cyto(34), HO:Cyto(36)
    Level 20: Black Dwarf -- Aegis-ResDam/EndRdx(A), Aegis-ResDam/EndRdx/Rchg(33), Aegis-ResDam(34)
    Level 22: Stygian Circle -- Heal-I(A)
    Level 24: Gravity Well -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(36), KntkC'bat-Dmg/Rchg(37), KntkC'bat-Dmg/EndRdx/Rchg(37), C'ngImp-Acc/Dmg/Rchg(37)
    Level 26: Essence Drain -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Heal/HP/Regen(39), Numna-Heal/Rchg(39), Numna-Heal/EndRdx/Rchg(39)
    Level 28: Gravitic Emanation -- Amaze-Stun(A), Amaze-Stun/Rchg(40), Amaze-Acc/Stun/Rchg(40), Amaze-Acc/Rchg(45), Amaze-EndRdx/Stun(46)
    Level 30: Unchain Essence -- KheldiansG-Acc/Dmg(A), KheldiansG-Dmg/Rchg(40), KheldiansG-Acc/Dmg/Rchg(42), KheldiansG-Dmg/EndRdx/Rchg(42), KheldiansG-Rchg/FormBuff(42)
    Level 32: Dark Extraction -- ExRmnt-Acc/Rchg(A), ExRmnt-Dmg/EndRdx(46), ExRmnt-Acc/Dmg/Rchg(50), ExRmnt-EndRdx/Dmg/Rchg(50), SKheldiansG-Acc/Dmg/EndRdx/Rchg(50)
    Level 35: Stygian Return -- Heal-I(A)
    Level 38: Eclipse -- Aegis-ResDam/Rchg(A), Aegis-ResDam/EndRdx/Rchg(45), Aegis-ResDam(48), RechRdx-I(48)
    Level 41: Shadow Slip -- RechRdx-I(A)
    Level 44: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(48)
    Level 47: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 49: Invisibility -- LkGmblr-Rchg+(A)
    Level 1: Brawl -- Acc-I(A)
    Level 1: Dark Sustenance
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Shadow Step -- Zephyr-ResKB(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 10: Shadow Recall -- Winter-ResSlow(A)
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(43)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(43)
    Level 20: Black Dwarf Antagonize -- Zinger-Taunt/Rchg(A)
    Level 20: Black Dwarf Drain -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(13), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(15), Nictus-Acc/Heal(15), Nictus-Heal(36)
    Level 20: Black Dwarf Mire -- Erad-Acc/Rchg(A), Erad-Acc/Dmg/Rchg(11), Erad-Acc/Dmg/EndRdx/Rchg(11)
    Level 20: Black Dwarf Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9)
    Level 20: Black Dwarf Step -- EndRdx-I(A)
    Level 20: Black Dwarf Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5)
    ------------
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  8. Adeon Hawkwood

    Nature on MM's

    No numbers but Paragon Wiki has a powers list:
    http://paragonwiki.com/wiki/Nature_Affinity

    Overall this looks quite a good choice for MMs, particularly when paired with a primary where the pets have good damage resistance (like Demons). Depending on the values MMs should get a lot of mileage out of Wild Bastion since giving your pets an Absorb shield should help with their lower HP.

    I'm not sure about Regrowth. Having to aim a cone to heal all your pets sounds like it could be tricky but time will tell there.

    One thing we should check is how does Absorb interact with Bodyguard mode? Does the bodyguard damage come off of the Absorb Shield or their actual Hit Points?
  9. Quote:
    Originally Posted by Zombie Man View Post
    Problem: City of Devices
    I'm sorry but I really don't see this happening. Yes Devices is getting a boost but it's in an area where it has traditionally lagged behind other sets: single target damage. The lack of Build Up and the lack of strong melee attacks has given a Devices Blaster weaker single target attacks than other sets (which can either make melee attacks or use Build Up to buff single target attacks from their primary).

    Will Devices become more popular? Definitely, in fact it may even become the FotM for a while until people realize that FastSnipe is not actually that great. By taking Devices you gain FastSnipe but you lose access to the more varied abilities in other sets (besides Build Up) such as:
    AoE Slows and controls in Ice
    Sapping and Endurance recovery in Electricity
    Range Boost and strong melee damage in Energy
    AoE Stun and melee damage in Darkness, along with a scaling damage buff
    LOTs of damage in Fire
    AoE damage and recharge slows in Mental

    So yeah I think Devices will probably end up being FotM for a while, but I don't expect it to last.
  10. Quote:
    Originally Posted by Biospark View Post
    Next question, which will probably remain unanswered till we can beta-test, is ; Does the Fast-snipe trigger off "current" To-Hit or "Potential / Maximum" To-Hit.

    I bet 100 bucks it will be "current" ToHit. And, if that is the case, many of us will be VERY disappointed in the Snipe attacks, especially if you learn this the hard way after respeccing your character to make Snipe "perma".
    It is going to be current To Hit, else things like Aim and such wouldn't impact it.

    As for perming snipe on Defenders I have two bits of advice. First try and build in some margin for debuffs. It's pretty easy for a Defender to get to 25% To Hit with Tactics and Kismet but having Aim to get you past Debuffs is not a bad idea if you can swing it in your build. Secondly consider using Mace Mastery for your Epic Pool. I realize it's not a good choice for all Defenders but it has Focused Accuracy which in addition to a small To Hit buff gives you a huge benefit for FastSnipe: 55.36% To Hit Debuff Resistance. As far as I'm aware the only powers in the game with To Hit Debuff Resistance are the various versions of Focused Accuracy and Targeting Drone (EDIT: Combat Training: Offensive for VEATs also provides it).
  11. Quote:
    Originally Posted by Arcanaville View Post
    5. Defender and Corruptor tactics are a bit easier than they probably should be, but that was a compromise and AH probably didn't think those two possibilities were really that critical so as to invalidate the entire exercise.
    Just as a general thought on the issue of Defenders/Corruptors and the meta-game. While Defenders and Corruptors have it easier to perma with Tactics they are also much less likely to have room in their build for Aim. Defenders and Corruptors tend to need to dedicate more powers and slots to their non-blast set than Blasters do and Aim is often one of the casualties of that.
  12. Going back to Focused Accuracy, that should actually be added to the list. While it doesn't help Scrappers and Stalkers it is also available to Defenders and Corruptors so they could use it either to eliminate the need for a Kismet IO or to give them a bit more margin for debuffs (plus it provides To Hit Debuff Resistance which most of the other items listed do not).
  13. Quote:
    Originally Posted by Zombie Man View Post
    Thanks for the catch. The Wiki is using the ToHit Buff Icon instead of the Debuff Icon on their page (though the mouse-over identifies it correctly).
    Actually the icon is correct it's just that the icon used in game for the To Hit buff and the debuff icons are the same symbol just in a slightly different color. It's actually rather silly when you think about it.

    Quote:
    And I don't suppose this is one of those cases where Buff and Debuff act the same since they're modifiers of the same attribute only one positive and one negative?
    They used to work that way for Hamidon Enhancements but that got fixed a while back.
  14. Quote:
    Originally Posted by Edana View Post
    Could always use some variation on the Haunt system and grant an 'if target is VS' taunt aura to the target when Voltaic Sentinel is summoned.
    The problem with this is that it would mean making VS vulnerable to attacks (at least I think it would). Currently VS has untouchable and is immune to all damage. In order for the Taunt to affect it this would need to be changed and it would become vulnerable to attacks.

    I'm not sure if this is a worthwhile tradeoff or not. Maybe if it was done like Singularity where it's targetable but has very high resistances?
  15. Quote:
    Originally Posted by Biospark View Post
    When was this said ? Can you elaborate for me, because I would like to watch/read this for myself.

    Thanks
    It's buried in the long thread where he's answering player questions.
  16. Quote:
    Originally Posted by Vyver View Post
    Whoa really? I can't wait to see how Fissure plays with that, since its so short range at the moment.
    I will be very surprised if Fissure gets the buff. It's more like a long ranged melee attack than a short-ranged ranged attack.
  17. Quote:
    Originally Posted by Codewalker View Post
    Try http://tomax.cohtitan.com/data/power...=Class_Blaster instead. The bug would be on whatever page that link came from, mind telling me so I can fix it?
    That's a very good question. I thought I had gotten there from the Blaster AT page but I just checked and the links there are all correct so now I'm not sure.

    The worst part is I've seen that bug before but now that I try to replicate I can't figure out where from.

    For what it's worth the link was originally http://tomax.cohtitan.com/data/power...Leadership&at= without the Blaster on the end I tried typing that in to see if that fixed it and didn't bother to remove it before copying it to the forums.
  18. Quote:
    Originally Posted by Shubbie View Post
    Ar/time cor.......
    True, I was just referring to Blasters. Any Corruptor or Defender can perma-FastSnipe if they want so I'm not concerned about Ar on them.
  19. Quote:
    Originally Posted by Arbiter Hawk View Post
    Someday, maybe.

    Edit - minus the self damage, I wouldn't inflict that on Devices.
    Awwww. What about having the Time Bomb apply a high magnitude unresistable knockback effect to the Devices character when it goes off so we can at least go flying when we use it?

    For 'tis the sport to have the engineer. Hoist with his own petard.
  20. Quote:
    Originally Posted by Hydrofoil_Zero View Post
    Mind if I ask what those upcoming changes are? I haven't seen a written word about anything like that.
    Summary is here, or check out Wednesday's coffee talk on twitch tv:
    http://boards.cityofheroes.com/showthread.php?t=291665
  21. Quote:
    Originally Posted by Codewalker View Post
    Hmm, so does that mean that ToF will be the only sustain power that simply doesn't work 5% of the time?

    At least it's only on a 10 second recharge, so that isn't too bad.
    Well Drain Psyche also requires targets to work (although personally I'm hoping that changes before this goes live).
  22. Quote:
    Originally Posted by Shubbie View Post
    Not really, once your in incarnate content, you rarely take damage that isnt 2 shot.

    Also slowls rarely affect anything in trials, I mean most trials are so easy that damage shouldnt matter but it does sometimes, especially with the dps race being the devs new favorite chew toy.
    Sure, Blaster mitigation tools aren't that great in Incarnate Trials but Incarnate trials are not all level 50 content. For playing non-trial content (either solo or on a team) slows and mezzes are still potent tools.
  23. Quote:
    Originally Posted by Shubbie View Post
    So ice blast is going to be a bottom barrel set after this.

    Mitigation at 50 is a non issue, only damage matters at that point.
    Ummmm... mitigation still matters a heck of a lot at 50. Even if you use IOs to softcap your Blaster layering on additional mitigation in the form of control and debuffs helps a lot. And not everyone has a softcapped blaster.
  24. To expand a bit, when you run missions in Dark Astoria you earn Incarnate XP that will unlock all slots apart form Hybrid and have a chance to get Incarnate Threads which can be used to make components. Additionally at the end of each arc you get a reward screen that allows you to choose either a random rarity component, a random incarnate merit or ten incarnate threads. There is also a bonus where if you run all of the arcs you get two more Empyrean Merits once per week.

    Now for comparison running a single incarnate trial will get you 3-5 Astral Merits, 1 Empyrean Merit and a random rarity component (the number of merits and the rarity of the component are different for different trials). So realistically running a single trial gives about the same reward as running about 3 arcs.
  25. Quote:
    Originally Posted by Rakeeb View Post
    Let me be very clear, though. Electric Blast is still packing a functionally useless secondary effect. It also has weak in-set AOE; Short Circuit is just bad as an AOE and while Ball Lightning is functional it's nothing special. I'd propose changing Short Circuit entirely to something that matches Jolting Chain in initial design and graphics, but has Short Circuit's functionality with a significant cast time advantage.
    On the subject of Short Circuit, something to remember is that Electrical Blast does show up on three different ATs that have different ability to leverage it. While I concur that Short Circuit has problems for a lot of Blasters the same is not always true for Corruptors and Defenders.

    I have a Time/Electrical Defender whom I absolutely love and Short Circuit is a large part of the reason. I can use the buffs and debuffs in Time to sit in the middle of a large crowd of enemies and spam Short Circuit to my hearts content. Between the recharge debuffs and endurance drain I don't face that many attacks and Farsight stops most of those. So in that situation Short Circuit is an awesome power. I'll admit I wouldn't mind seeing the cast time reduced but the I would be sad to lose its status as a large radius PBAoE with strong endurance drain and recovery debuff.

    Now I realize that this is an edge case and that powers should be balanced for the majority of combos but please don't discount the current implementation of Short Circuit entirely.