Jibikao

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  1. When I think of Electricity/Lightning Blast, I think of the "jump" effect like "chain of lightning" we see in my video games. Too bad the jump effect was introduced after Elec blast was designed. It would have been a great "side effect".


    I know it will be too much to add the jump effect in all the elec blasts so I only suggest VS since that's one power that gets most talks. I think it would be neat.
  2. I've been playing my Elec/Earth Dom and I've been thinking... wouldn't it be great if Electricity Blast actually has this "jump" effect? I mean after all, the theme is perfect. When Electricity Blast set was made, there was no "jump effect".

    I think I've seen enough debate about a solid Tier 3 Blast vs. VS. VS is a pet and it doesn't get buffed. On a Blaster, that is a pretty down side. Both Defender/Corr at least have some debuffs to benefit VS.

    Wouldn't it be cool if VS's electricity bolt has a chance to "jump" to another target to make VS more appealing? Maybe just 35% to jump to another target and 15% to another.

    What do you think?
    ---------------------

    As for Device secondary, I can see why most Blasters don't take as losing that Build Up really hurts a lot. We've been seeing "mez powers" getting damage buff like Clobber and Cobra Strike. I wonder if Taser is a good one to add some damage to it since it's a melee stun? I mean just a simple 4s-scale damage would be nice.

    What do you think?
  3. Quote:
    Originally Posted by Rockblood View Post
    You don't chase Fury. Fury comes to you. No Brute player I know really pays attention to that bar - it's just there.

    But in terms of Scrapper vs. Brute I feel that Brutes are far easier to level from 1-22, because of the increased damage from Fury. But once you hit 22 and the Scrappers drop a few SOs/IOs into their attacks, the two ATs even out.

    At endgame, it all comes down to how your slot your characters and your powerset combinations. I prefer my Brutes because they feel like they hit harder, even though I know my Scrappers do more damage.

    Also, Brutes feel like the perfect balance between Tankers and Scrappers, so they get my vote.

    Also, Scrappers do feel really squishy before they hit 50, despite the fact that their defensive numbers are exactly the same as a Brutes. Its got something to do with the Scrapper's lower HP numbers (and there aren't any +HP accolades available pre-50 on Blueside to improve this). And even after they hit 50, they can still feel really squishy (depending on powerset).
    Sorry, when I play Brute, I care about the Fury bar. I am annoyed when it drops and I am very happy when it's up high. If I don't care about Fury, I see no point in playing Brute. No, Fury doesn't come to me. Fury comes when I try to maintain it by either drawing aggro to me or constantly hitting. Fury doesn't come to me "free". I don't know where that logic "Fury comes to me" comes from. And I am weird in a way that I hate seeing fury dropping. Yes, I am paying too much attention but this is the reason why I don't make a lvl 50 Brute. I've made 4 lvl 50 Stalkers... hehe


    Brute is over-rated. Brute only has a bit more health than Scrapper. I actually mostly play Stalker and when I take those defensive shields, my Stalker survives well enough. If my Stalker can, so can Scrapper.

    I am sure it's easier to maintain Fury now but I think Brutes in general are quite over-rated especially in comparison to Scrapper.
  4. Quote:
    Originally Posted by dmcfarland907 View Post

    You really sound like a min/max type and I think people like you really drag the game down. For you types its not about having fun, teaming with people, or building your toon. It's all about the numbers for your types and by all means have fun with that but don't ruin my game.
    How does it ruin your game if Surveillance draws out Mace like it's "supposed" to? Just because you want to stay in Soldier path doesn't mean Surveillance should favor your build. And they can easily make a new animation that uses Mace to do Surveillance after all, that mace can shoot beam too.

    How does it ruin your game if Mace Beam has a bit longer recharge so it's more worthwhile to use? Changing Mace Beam doesn't mean you can't use Shatter. Bane has 4 range attacks and they should be better than Soldier's at least.

    Explain. You are damn right that I can be min/max. After all, asking a buff or change in SoA is laughable enough because the SoAs are already dominating except 9/10 SoA I see are not Bane and the answer is easy, Bane needs some minor changes. Actually, I haven't seen any high level Bane for the past 2 weeks....


    You sound like I want a complete overhaul of Bane path. Dude, you read but you don't read.


    As far as I can tell, the balancing point for Bane having access to range, melee, control and debuff is that 2s activation that is in almost every power. That's fine with me but if I am going to spend 2s on a range attack, it's gotta hurt a bit more. In fact, I believe "Hidden status" in Bane seems to "hinder" Bane's "strength in versatility" more than enhancing its versatility because 1. using Bane's range attacks to open battle doesn't grant you critical (you can argue that opening with Build Up with Venom Grenade is great but that belongs to Soldier branch). 2. using control first (web) gets you out of hidden. This means your Bane is almost "forced" to go melee and if that is the case, NW > Bane.

    I have no issue with Bane's survival because the knockdowns from shatter/crowd are good enough.
  5. If you only consider solo situation, have you considered Stalker? :P

    I think Brute is quite over-rated. No offense. Brute is the only Villain AT I don't have at lvl 50. I don't like chasing Fury because I may go away for a bit.


    Now that I see more Scrappers on the red side, Scrapper's raw damage is very impressive. Most people like to talk about the "high-end" of performance so of course that favors Brute.

    And if you like melee and contributing more to the team, have you considered Crab or Night Widow SoA? I've been playing my lvl 50 Crab and man, he puts most Brutes to shame in terms of aoe damage and buffs/debuffs.
  6. Snipe in general is just a terrible power.

    And snipe with knockback or down is even more worse because if the kb happens, the whole group is alerted.
  7. Quote:
    Originally Posted by Brynstar View Post
    I'm even excited about the pets since you can finally have something to use all those cool buffs on solo.
    The pet will help Defender solo better but that's when you are like lvl 44 or 47?? The Patron Pet also has very very long recharge with 240s duration.

    I think it's neat if your defender wants to buff somebody when soloing.

    The funny thing is patron pet is the reason why most people think Epic > Patron. Some villain ATs don't even like having a pet. I know my stalker won't like it. I don't want my pet to aggro while I am trying to set AS. My Brute may not like as much if I want to get all the aggro during soloing.
  8. Jibikao

    So... Stalkers.

    Quote:
    Originally Posted by Mind_Over_Matter View Post
    Thanks for the info, Leo.

    I've honestly been trying to get into stalkers, but the only thing that can keep me interested in leveling a stalker over a Scrapper is to find unique circumstances that make being a stalker more rewarding than using a similar set on an AT with great HP potential and AoE damage (overall).

    I like the idea of toggling Cloak of Fear combined with an Assassin's Strike to really make an entrance. Even Repulse has entertained me as a potential Panic Button power that is unique for a melee character. I'm not sure if my love of stalkers will rival its biggest fans, but I will continue to try to embrace the AT.
    Actually, I am making a Scrapper MA now and Stalker still solos better and does better on a small team.

    I think the main difference is once you include set bonuses, Scrapper's "less burst damage" becomes less of an issue because Scrapper can survive well. And Stalker's Assassin Strike becomes less useful at high level.
  9. Quote:
    Originally Posted by Leo_G View Post
    I already posted an idea in the past, 2 in fact that I like, that aren't cultural themed. Death Scythe and Blood Spear. Quick paste with some modifications:

    Death Scythe Melee
    An unorthodox weapon of deadly potential, this weapon works as a conduit of otherworldly energy that can rip foes' flesh asunder and eviscerate their souls. Similar to Claws, this set has the secondary effect that target recharge and endurance but rather than a discount this set gets a *penalty* because each attack will do more damage and have slightly longer range. This set is built to accommodate the needs of Tankers and Stalkers but is by no means unusable for Scrappers or Brutes.

    Stalkers:
    1. Sickle Slash (ST 9ft range, foe moderate lethal/neg energy dmg, fast rech)
    A quick animating slash attack that gives the enemy a touch of the netherworld.
    2. Death Stroke (ST 9ft range, foe high lethal/neg energy dmg, moderate rech)
    A powerful and deadly stab with the pointed end of the scythe that penetrates the foe and injects them with the essence of the netherworld.
    3. Reap (ST 12ft range 90 degree cone, foe moderate lethal/neg energy dmg, long rech, knockback *Special*)
    A wide, sweeping horizontal slash with the scythe that will pull foes closer to you. There have been suggestions on how to handle 'knocktoward' and how I figure this would work is it would spawn a pet 5 ft behind the target that does radial KB to those within the cone's range. It'd end up knocking them closer to you.
    4. Assassin's Harvest
    5. Build Up
    6. Placate
    7. Fear Monger (Close Range Pet summon, *Special*, long rech)
    Raise your scythe above your head and drive the sickle deep into the earth, creating a fissue that errupts with the searing screech of tortured souls. This effect may evoke fear into their weak hearts if they get within 15ft. A -8% ToHit debuff + a 45% chance of a mag 2 moderate duration fear (both fear and ToHit are slottable). This pet is targetable but not damageable.
    8. Spiral Scythe (15ft PBAoE, Foe moderate Lethal/neg energy dmg, very long rech)
    A swift spin of the scythe around the waist.
    9. Guillotine (ST 9ft range, foe extreme lethal/neg energy dmg/mag 3 sleep, *Special*)
    A devastating diagonal strike that is aimed to cut the foe's wind pipe, causing them to choke on the cold steel of your weapon. If a foe is defeated by this attack, the user is empowered by the departing soul, improving your resistance to all for a time.

    Tanker/Scrap/Brute version actually has a Follow up debuff attack that gives a damage buff (no ToHit buff) and debuffs the target's resistance. This is replaced with Build Up for Stalkers which has the standard dmg/ToHit buffs. Assassin's Strike was replaced by a low dmg buff utility power that improved recovery per foe hit in a cone. Not something needed for Stalkers so it's an overall equally powerful set.


    Blood Spear

    Not just exclusively spear, but any polearm weapon excluding staves. But Blood Polearm doesn't sound as good. The set has several effects, including -res to lethal damage and innate longer range. It also has 1 combo type that can be performed 3 different ways.

    Stalker:
    1. Red Gash (ST 9ft rng, minor lethal dmg, foe –res vs lethal)
    A swift thrust with the spear that pierces the foe’s armor causing them to bleed out.
    2. Blood Stroke (ST 9ft rng, minor lethal DoT, foe –res vs lethal)
    A slash, spin and thrust attack that will leave the enemy a bloody mess.
    3. Crimson Sky (ST 9ft rng, moderate lethal dmg, foe knockup)
    A strong and elegant upward thrust that sends the foe flying through the air.
    4. Assassin's Pike
    5. Build Up
    6. Placate
    7. Iron Stitch (ST 12ft rng, high lethal dmg, mag 2 immobilize)
    A strong and heavy downward strike plus a thrust to keep the foe from moving while you impale them on your blade.
    8. Gory Thrust (ST 15ft rng, superior lethal DoT, -res vs lethal)
    Thrust the foe violently and continuously with your hungry weapon to quench its thirst for blood.
    9. Rain of Spears (self teleport, 15ft PBAoE, superior lethal dmg, foe knockdown, mag 2 immobilize)
    Leap up and fall down with a strong spear attack that strikes all within range, pinning them to the ground for a time as well as putting them on the floor.

    Combos = Pierce Through (turns the last attack in the combo into a cone which damages and duplicates its secondary effect to all that it hits)

    Stalker combos
    -Assassin’s Point > Red Gash > Iron Stitch (end with 12ft 45 degree cone that immobilizes)
    -Blood Stroke > Placate > Crimson Sky (ends with a 9ft 90 degree cone that knocks up with a 50% chance to AoE crit)
    -Red Gash > Blood Stroke > Gory Thrust (ends with a 15ft 90 degree cone that does the highest dmg of the combos and debuffs resistance to lethal)

    Notice that Build up is not in any of those combos and you've got a combo-free AoE tier 9. Without combos, it's a strong and fast ST set for all the melee ATs, probably eeking out even greater DPS than some sets due to the -res debuffing that improves the strength of the set. With the combos, you're looking at lots of cone damage that synergizes well with the longer range. Ultimately, though, the cones probably don't synergize as well with sets that use PBAoE buff/debuff/dmg toggles.

    I like!

    I've been wanting a set that use TWO HAND weapons like Spear, Polearm or cool Scythe. The pro of having a LONG weapon is that you have longer reach and heavy damage but the con is that it has much longer activation and possibly recharge.

    Bane's Shatter is a perfect example of how a 2H weapon work, a 10ft range attack but slow and heavy.


    A Scythe on a Stalker is going to be so cool. While Tanker/Brute can use Spear to feel "tankish". hehe


    I also like your type -resistance idea. It doesn't have to be all resistance debuff but Lethal debuff will be nice! It may promote more lethal (sword type) usage.
  10. Quote:
    Originally Posted by Kidou View Post
    One advantage scourge has is being able to finish an enemy off with a weaker attack, allowing you to have your bigger attacks ready for the next target, or group.
    This.

    There are times when Bitter Ice Blast is recharged but I rather wait for Ice Bolt to finish off that 5%. I save endurance and save one big attack for next target.

    And sometimes when I fight Freakshows, I can finish them off right before they heal. Thanks for scourge.
  11. But I think Bruising effect can't stack from different Tankers? True?

    Shatter Armor is a very decent attack but it's from Mace Mastery for SoA. Fits Bane perfectly except you have to take either awful Mace Beam or utility power like Web Envelop.

    Shatter Armor also can't critical from Hidden.
  12. I think the fact that /Poison favors "soloist" is great because Corruptor lacks good solo set. It will be a very nice addition to Corr IMO.


    Am I the only one who wants to make Ghoul like toon that walks like one and pukes like zombie? We already have "model" for Ghoul and Zombie. I wonder what it would take to port that model to character creation? :P

    I want Poison / Poison!

    We already have some neat powers:

    1. Zombie's range cone puke
    2. Zombie's melee range cone puke

    The Poison set can be a bit more "melee-ish" just like Dominator's Earth Assault. At first I wasn't too sure on being mostly melee but man, Earth Assault is surprisingly good and fun!
  13. Jibikao

    Quick question

    Mmmm, why is Furry's damage so low under Super Speed?

    I think I may go with Jump Kick. I've taken that before and it looks funny!
  14. Quote:
    Originally Posted by EvilGeko View Post
    I'm not sure whether Banes need a buff or not. They are pretty clearly tank-mages and are probably where the other SoAs should be. What makes Banes look poor is that EVERY other branch of SoAs, including going full Huntsman, blows them out of the water.

    After fighting it until level 40, I took my Bane over to a Crab and haven't looked back.

    If I were to buff Banes, I would do the following:
    • Change the entire Huntsman line to use the mace and change the animation of the "bullet" attacks to blasts.
    • Change Combat Training: Defensive to melee defense
    • Make the +HP in Bane upgrade enhanceable

    Yeah... I know it sounds silly (as I said it in the very first post) but Bane needs some changes! It's hard to believe any of the SoA needs a buff as they are so powerful already.

    And the suggestion I make isn't that outrageous. I just want Surveillance to draw Mace out (fits Bane) and make Mace Beam and possibly other Mace Beam attacks recharge longer. Due to 2s activation, the short recharge on those attacks just make little sense to me especially Bane has access to 20% -recharge passive already.

    People can think of it as a "buff" or a "change" because I want Mace Beam to recharge at least 6s to make it worth while.
  15. And there is a misconception that Crab can't melee as well as Bane? Think again!

    My Crab is mostly melee build but really, you can use range attacks at melee distance, can't you?

    My Crab takes Slice, Arm Lash, Longfang and Frenzy. And both Venom and Frag Grenade can easily be used at melee distance.

    Crab's melee aoe damage is way better than Bane and I haven't even put any fancy sets in Crab yet. If I feel like it, I can put AH proc or negative proc to increase damage. I took Slice and Arm Lash to force myself to melee because I think the crab legs are more suited for "melee" than shooting beams.

    Oh and Crab does survive better than Bane.
  16. Quote:
    Originally Posted by dmcfarland907 View Post
    Banes are fine as they are. I don't see the need to buff them. They are already engines of destruction as they are. Making surveillance have a mace redraw is just dumb. I don't mean to be hard on you, but you kind of walked right into it. The don't need a self heal, or the ability to crit with their ranged attacks nor do they need more ranged attacks. They have plenty and they are not meant to be played as ranged. Their ranged attacks are meant to be somewhat weak. Bane ranged attacks are also part of the theme, not to mention they can choose the Black Scorpion patron set and get more ranged attacks. The banes are mostly single target stalker/brute hybrids with leadership powers.

    I don't how your toon is built but that might be some of the reason your calling for a buff and yes making surveillance have a mace redraw would piss Huntsman off. Namely me. If you want a ranged SoA roll a crab or go Huntsman.

    Don't give the developers any ideas. They are doing a decent job at the moment. Don't ruin that.

    You are not being "hard" on me because you haven't convinced me one bit why Bane shouldn't get "looked at".

    1. Bane is just as close to Brute/Stalker as Night Widow is. My point is Night Widow can deal even more melee damage than Bane so what is your point? You don't need to ask about my build. I know what I am doing. Trust me. I came here because even after set bonuses are included, NW > Bane in terms of damage and Crab, while not having as much ST damage as Bane, survives better, has way better aoe and can also debuffs faster with Venom (since Bane needs to draw Rifle out).


    2. Surveillance is ok if you use it before you run in but when you use it again during battle, you have to draw mace again. Why is it so hard to understand? If Bane's "special ability" is to debuff, it shouldn't penalize Bane for using it during battle. And quite frankly, I don't give a !@#$ about Huntsman needing to draw Rifle out. Surveillance belongs to Bane soldier and it should favor Bane more. Question?


    3. Did you even look at Black Scorpian Mace Beam attack? It has the same awful long activation with a bit more damage but on 9s recharge. You are not even reading what I am saying. I am saying THE RANGE ATTACKS ARE SO BAD THAT MOST BANES DON'T WANT TO TAKE THEM. It's not about "choosing styles". The range attacks take forever to shoot and quite frankly, Soldier has better range attacks than Bane's. So yeah, my Bane would rather just use melee attacks. And since range attacks can't critical from hidden, there is really little reason to take range attacks on Bane because the most beneficial thing to do is to just BU + Shatter/Crowd. I don't mind spending 2s on every attack if it is worth it. The current Mace Bean only recharges in 4s and spend half of its time on just activating it.... this gotta be the worst range in the game.


    4. Who says Bane is mostly ST melee damage? 4 out of 8 attacks (yes, 50% of them) are range. I certainly don't agree Bane is designed to be mostly melee. NW is more Melee than Bane. The enemy Bane usually shoots mace attacks and then go in for melee but that style would suck because Bane can't take advantage of "hidden" unless he can critical with range attacks as well.

    5. I have no issue with Bane having less survivability than other 3 branches. I never mention that Bane needs a health boost or defensive boost. Where I have problem with is Bane's lower damage (due to long animation), slower debuffs and just overally...very slow.


    6. I am giving dev ideas because 1. 8/10 Soldiers are Crab from what I've seen 2. with two sides merging (sort of), there is even more reason to look at sets that are under performing.
  17. Quote:
    Originally Posted by Smiling_Joe View Post
    They're not dead, they're just arrested! Yeah. That's the ticket. Teleported off to jail. In pieces.

    We need an option to turn on "Gore"! I wanna see that target's head explode after I use Headsplitter!
  18. Well, my idea of a good Stalker set is just having HARD hitting attacks. Forget about Claw's Swipe or Spine's first attack. Those two are so useless it's not even funny.


    I think it's cool to have a melee AT that can buff/debuff. Most support ATs are range.

    Fear from Assassin Strike is a good start but it should inflict even more FEAR when the target is dead instantly rather than having "no effect" at all.

    Actually, I don't even know if it's possible to do it in the game. I was thinking Spectra Ghosts. When a target is killed by certain attacks, the dead body spawns a Ghost that will fight randomly for you but those Ghosts are "location based" only, meaning that they spawn and just attack any enemy within attack range (40-60' range).

    It seems like in this game, after the target is dead, everything is "gone". Warshade does have a power to summon pet from a dead body but I want it to be different. I want the Ghost to appear on its own and only stay where it is but you can create more Ghosts easily.
  19. Quote:
    Originally Posted by Arcanaville View Post
    My guess is that its a weird race condition on the hidden meter that sometimes allows both criticals to go off (the hidden state should only ever be set to zero or one, which means only one of those criticals should go off, ever. But its possible the meter is in a funny state under those conditions for a brief instant and allows both to go off. this could happen if, for example, the meter was actually momentarily set to 0.5 as the assassin's strike went off, or if it was changing state from zero to one at the precise moment the assassin's strike power was processed).
    Oh I see. I wasn't sure if it was actually "double" Assassin Strike damage or just the text appeared twice.

    I remember I used to see double critical when I use Placate and hit. I know that is double critical damage for sure as it used to appear in the combat log. I did a little test on that.
  20. Poison (Toxic) Blast / Poison for Corruptor

    I want to make a real Creature like Zombie that walks like one and PUKES like one. I would love it!
  21. Quote:
    Originally Posted by Test_Rat View Post
    But what is the story behind this stinker?

    Was it once op and over nerfed?

    or Were mercs as a whole once op, so the crappy utility power acceptable, and forgotten when meres were massively nerfed.

    Are you telling me mercs have had this garbage since inception?
    As far as I know, the dev have never changed Serum. I know it hasn't for the past 4 years.
  22. Serum is bad because....

    1. Long recharge and it doesn't offer Psionic resistance. If it does, then I probably would take it just in case we don't have anyone on the team that can handle pisonic damage.

    2. Endurance crash

    3. Insignificant damage buff

    4 It's poorly designed because none of the pets can generate "aggro" so after the initial alpha, it's not like your Commando can grab aggro for the team or even for the other pets. A "god-mode" is useless if you can't grab aggro for the team. If I am soloing and I have a boss/elite/AV on me, I expect the Serum target to grab aggro. If the goal is to survive longer, I can achieve by throwing purples to Commando.
  23. Well, it's either shortening the Animation or making the range attacks "hurt" more. I am leaning towards hurting more since the activation matches every other Mace attack. They can also shorten the range like Poison Ray's.


    Or, simply allow Bane to critical with range attacks. This way Bane can choose to go melee critical or range critical.


    I am ok with not being able to enhance +HP. I can always get accolades. I just think Bane is not doing as much damage as Widow/Crab. ST damage, Widow wins. AoE-wise, Crab wins. Bane also doesn't have good solid controls like Fortunata.
  24. Quote:
    Originally Posted by Siolfir View Post
    The damage won't be increased - it already was, once, to put it where it is currently (I was pushing for the scale 1 damage on a larger radius, instead of the scale 1.25 for the current size).

    The post about the 100% critical being a bug was in the beta section of the forums, so I can't link it directly (especially now that they're inaccessible even for the people who were in beta). I really don't know whether Castle changed his mind or it's just taking forever to go through the pipeline to get into the game, but in the meantime I've been taking full advantage of Burst from hidden status to finish off closely packed minions. Why AS and get one of them, when BU+Burst takes out 3-4 (depending on their spacing)?
    LOL.. I took out my lvl 22 Kin Stalker to duo with a Brute friend. He was amazed by the Burst damage. I told him to herd them to a corner 'cause the radius is quite small. It was fun.

    And yes, why taking out ONE target when you can take out several or hurt 90% of their health? That's exactly the similar thought when people think of Stalker. Why AS one target when you can invite a Blaster/Dominator/Corr to wipe them out?

    I enjoy Kin set a lot because it has at least one decent aoe so far. It looks very cool!
  25. I think Spines is near "perfect" on Stalker because you have AoE damage and if you solo or on a small team, you can always start with AS. It's not like Spine's AS damage is lower.


    Ideally, sets that don't have AoE or lack of AoE should have a better "AS". Martial Arts' AS should activate a lot faster than Spine.