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I am too lazy to grind alpha again but I think some of my toons should enjoy Agility more than Cardiac.
Range toons should probably still enjoy Cardiac because it has good +20% range.
I think if you are mostly melee, you can probably get better use of Agility. The +resistance from Cardiac seems too small for my taste. -
Quote:They seem to attack whoever they see first, which sucks because if you cast them before the fight, they tend to only hit the first few targets but if you cast them in the middle of the crowd to get the most damage, most of the enemies are knocked the way f!@#$ back.
Does anyone know exactly how the seekers determine when to attack, proximity wise?
If I can drop seekers in first (doing it out of sight), then they can eat some alpha for me and do some damage and then I jump in to hit. Making a "droppable" attack doesn't mean you can't drop them around you when you run in, so it's really a win-win situation. If some people prefer how seekers are throw out currently, they can still do so with the white circle. -
If Snipe is truly designed to be ONLY used at LONG RANGE and causes no Aggro, then several Snipe powers need more work.
Energy Blast
Assault Rifle
Beam Rifle
I believe these 3 have either knock down or knock back. If a "control" effect happens, I believe majority, if not the whole group, is alerted. Your pull will aggro.
Is there a way to force Snipe to be only used at certain range? For example, if you are within 60', you can't activate Snipe. Is that even possible in this game? -
Quote:- Singularity's cast time for Crush has been reduced from 3.1 seconds to 1.33 seconds.
I'm shocked that Arbiter Changes Singy's cast times. He told me via PM that he didn't feel it was wise to update his attacks. This is awesome.
- Singularity's cast time for Gravity Distortion has been reduced from 3.2 seconds to 1.83 seconds.
That's a HUGE improvement. I didn't know Singy was that bad. lol -
Quote:It's actually 70 lethal / 30 exotic? Mmm, that's terrible ratio? If the strength of Swamp Ammo (which replaces Aim) is to be able to change damage type, then the exotic part needs to be more potent.It's 60 Lethal/40 Exotic I think...but I wouldn't be surprised if I misremembered and it's actually 70 Lethal/30 Exotic.
Personally, to even out the ammos a bit, I'd improve the chance of DoT on Incendiary (not really the amount of DoT) then change the damage split as such:
Incendiary: 50 lethal/50 fire
Cryo & Chem: 20 Lethal/ 80 cold&toxic
Or if doing that much toxic dmg is too much go 40 Lethal/60 Toxic
The main point being, Incendiary will give you more raw dmg but the other two will give you a greater return by damage type. That plus shortening the cast times of Empty Clips, Bullet Rain and Executioner's Shot (you might be able to shorten Piercing Shot but I really would rather that go untouched) would make this set a real contender. I like the set now, but not particularly for effectiveness.
I like some of the ideas presented here.
1. Make Cryo and Chem bullets do more % of exotic damage than Incen. 20lethal/80exotic sounds good! And fire ammo can do 50/50.
or
2. Add some minor DoT to Cryo and Chem as well (just like what they did for the two Psionic and Toxic interface).
I only have one old dp/cold Corr. I haven't touched him in a long time. If they improve DP, I think I'll go with Blaster instead. The redraw animation is on the long side for me. Yes, I am extremely picky about weapon redraw.
I just know when I played my Corr, I tried to use Toxic ammo more because I feel if I am only using Fire (which is probably the most common usage), I might as well play Fire Blast. I like Cryo ammo too but again, I feel I can play Ice Blast instead. Chemical Ammo is the only blast type that has -damage debuff, although I have to say I can't really tell the effectiveness and toxic is soooooooooo resisted by robots? T_T -
To fix Snipe, just look at Stalker's Assassin Strike.
Snipe is just like a heavy range attack with interruption.
You took a power and slot it well and you only get to use it once per fight because either you are under fire a lot or the DPA is so terrible that you are better off using something else. That's gotta change. The old Assassin Strike has been proven that it's not good enough.
I don't want a straight up damage buff for Snipe because that will mean I still only get to use once, unless the damage is so high that I can take out a boss with two hits. :P
I want more ease to use it. They increase recharge but give me a lot less activation time and possibly no interruption. Snipe isn't an attack that should be cycled often but it needs to have more reasons to be used often. Honestly, I don't even use snipe to pull a lot of time. A 80' range pull is good enough. -
I read a while back that procs in poison trap were bugged but I think those have been fixed.
It is a good power now. Not as good as Trap's Poison Trap but it's a good place to put whole bunch of procs and to provide short aoe hold. It comes out at 1s? I can't remember it now. It used to have like 4s casting time with interruption. (ugh!) -
Quote:The only problem I see in this statement is that "too much" knock back makes the gameplay frustrating. I am known to make builds that are less popular. I am used to gimping myself and still enjoy the gameplay a lot (IE Stalkers), but I really think PB has too many knock backs. I can try to knock mobs to a corner but I can't stand Solar Flare's pbaoe kb.You realize this isn't just a matter of opinion, right? The Devs have already told us that the KB is staying in place on Peacebringers to prevent overpowering.
Peacebringer is frustrating to play than anything IMO. I find shifting having too many delays and shifting from Nova/Dwarf to Human drop the shields. It is just a frustrating design! In fact, why should there be "shifting delay"? It's not like each form is inherently stronger and you have to put penalties on them. We have to slot EACH attack in EACH form. Isn't that enough penalty? And then they put restrictions on Nova/Dwarf form not being able to use even the simple powers from Power Pool. It's like enough restrictions already! Do they seriously think that if Nova can carry Assault, it's going to break the game?
Let's not talk about being overpowered because if a build is frustrating/annoying to play, I don't care how powerful it is.
Let's fix the "frustrating" part first. -
They can easily reduce Solar Flare's damage so it's a knock down instead of a knock back. I usually don't have a big problem with a cone aoe but I really dislike pbaoe knock back because everything is scattered AWAY from you even if you do it at corner.
Anyway, back to the main topic. I forgot to mention that I was REALLY SURPRISED that you can't drop Photon Seekers the way you drop Seeker Drones in /Trap. If I can drop seekers in first to take alpha, then I'll love P. Seekers more.
Can the dev please at least make it Photon Seekers "dropable"? -
Quote:I am a weirdo in a way that I enjoy playing "unpopular" sets. (hence I only have several lvl 50 Stalkers and no brute/scrapper/tanker!)Wow you're easy to please :P. I had way more issues with the set but the Devs pretty much addressed them except from switching DS with WH...but hopefully the new changes actually make DS WORTH taking *crosses fingers*.
New Changes to singy? So Arbiter Hawk went ahead and decided to change Singularity's attacks to make them more in line with the current Gravity version?
I enjoyed Gravity because of wormhole. That power is such a gem. Yes, sometimes it sucks on a large team because other melee ATs don't like it when you move the mobs but I usually run teams myself and I would start alpha with wormhole to the corner and then the team can unleash aoe on them.
In fact, my only perma dom is Gravity/Fire and one of my friends (who is a huge fan of Dominator) saw my toon and he made one himself and it is now his most favorite dominator combo as well. He loves wormhole and great fast range attacks from /Fiery (Lift, Fire Blast and Blaze).
I never like DS and I can care less what the new version is going to be. lol I am so confused by what the current version is like. I know my perma dom doesn't have room for it so I am not sweating over DS.
Yes, Singy's current attack chain uses the old animation time which is a lot longer than the current Gravity control. They've made it so the activation time in single immb and single hold are a lot faster. It shows when I tested Singy on beta because you would see more "burst" dot damage from Singy and a bit more pauses because less activation time means the attacks come back quicker in the long run. -
1. Reducing Executioner's activation time will help the set a lot. 2.57 act time is way too freaking long.
2. They don't need to increase DP's raw damage. They can just make Swamp Ammo do 80-90% exotic damage. What is the current ratio? 50-50?
3. I just found out something very disturbing. Looking at Mids, DP's Piercing Round is a lot worse than Beam's Piercing Beam?
Piercing Round has 20s recharge
2.50 act time
128.3 damage at lvl 50
16.85 endurance
Same 5' arc
Piercing Beam has 18s recharge - better
2.33 act time - better
153.1 damage at lvl 50 (excuse me??!) - way better
15.18 endurance - better
Same 5' arc
Why such big difference? Is Mids wrong or? Why should Piercing Rounds cost MORE endurance on an attack that does way less damage? -
Ouch..if you are Necro, try to stay away from Knives! Undead pets have no lethal resistance so those caltrops actually do decent dot damage on your pets! Exploding throwing stars from Knives' boss can probably kill most of your pets in one hit.
It's tough for sure. Your pets will still cycle some attacks while running back and forth. This is one of the reasons why I usually take one or two attacks as Necro (dark blast and gloom are both good and now that life drain is a lot better too!). In situations where my pets are unreliable, I gotta get my own hands dirty! -
Quote:It has greater improvement for Controller than Dominator but the changes are extremely nice. They've done more upgrade than I was hoping for! (I really don't care how DS is at this point. I just won't take it and it won't affect how I view Gravity because I've been playing Gravity without DS for a long time!)to me the gravity control changes are more geared to controllers rather than doms
Controller's Gravity was really bad. Dominator has assault secondary so he can bypass the damage from Lift and Propel. Controller does use Lift and Propel for damage but they were way underperforming.
I know the aggro-less and 20' radius in Wormhole is a HUGE buff for Dominator. Dominator with domination can teleport all bosses (Controller can't?). I thought we either get bigger radius or aggro-less but not both!
They've also changed Propel's Splash effect from knock back to knock down to make it more appealing for Dominator to use. It gives one extra soft control if you are not using for damage.
Gravity control buff is great for both ATs really. They've also buffed Singularity a lot.
To be honest, the only thing I really wanted them to buff for Dominator is making Wormhole radius larger. Everything else is just GRAVY. :P -
Quote:Oh! Gotcha. Yeah, you spend less time for double damage so the increased % should be better.The fact that the casting time is so long is why it's such a high percentage increase. It's single target and so has a 100% chance to critical after Placate, so you're doing double damage in less than twice the time.
Note that using it instead of a different - and almost assuredly better, since 43.97 base DPA isn't that great - power doesn't necessarily increase your DPS, but if you were going to use VS anyway, the cast time of Placate makes it better for your overall DPS than using it by itself. Obviously that isn't true for every power. -
I PMed A. Hawk about why Dominator's Chilling Embrace has no -damage component and he said he doesn't know why Castle set it up that way (he may have his reasons). He said he'll look into it in the future. I'll remind him later... hehe
I said if Dominator's CE has no -damage, then it shouldn't cost the same endurance. -
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Quote:I truly believe /Fiery Assault is much superior than other assault sets due to great range damage and embrace buff. If the proc buff can happen under certain attack powers with control (like Seismic Smash), then that should balance out each set a bit. Seismic, Midnight, Total Focus should be able to proc it 100% chance.Well, you can slot hold sets in it...
So that begs the question - can you slot it in Midnight's Grasp (Dark Assault), Charged Brawl, Havoc Punch and Thunder Strike (Electricity Assault), Bone Smasher and Total Focus (Energy Assault), Subdue and Psychic Shockwave (Psionic Assault), and Impale (Thorny Assault)? All of those have some form of mez, whether immobilize, sleep, or stun. That would only leave two secondaries that didn't allow you to slot the proc in an attack and then put the control parts in something you'd want the control slotting for to get the set bonuses...
Ah well, I'll have to check when I get off work.
Mmmm, Icy Assault has no control effect. It only has debuffs in slow and tohit. -
Quote:The key is Power Boost. You have to take it to push /FF value way over soft-cap because your ninjas are lower level than you and they have no resistance to defense debuff.How do Ninja/FF work out during the higher levels? I got one at level 22 right now that I'm enjoying and it's pretty cool, the ninjas are very survivable with all the DEF i provide for them
but reading the comments here on the board I'm a bit concerned I might get dissapointed in it later on?
With Power Boost, I would rate Ninja/FF as 4 stars. Without it, I would only rate 3 stars. With incarnate powers, I've soloed Pylon (no lore pets) and soloed a giant mushroom in Monster Island with lore pets. Without lore pets, my Genins ran out of endurance after a long while and lore pets help me finish off. The funny thing is during that test, none of my pets died! That's how high my defense is. Only I got hit!
In typical gameplay, Ninja/FF at higher level is very good. Take Musculature to boost their damage even higher and Reactive Interface because when they critical, the damage is double. (By the way, Beast's critical is only 50%!!! Not sure how many of you know that but Beast pets themselves should critical more often on their own).
Now, there are counters. If you mean "high level" game play as in itrials, then there are situations where your Ninjas just melt. Defense is less effective in itrials and I am sure Super Reflex users will tell you that. Other high level contents like LRSF or other SFs are ok. I will not bring my Ninja/FF to Apex ever! ITF is alright except for the last fight where auto damage soul drain will own your pets. You may need to wait out until the first phase is gone or ask somebody to taunt away that soul drain. LRSF should be alright. You are providing the team excellent defense. Barracuda should be easy since councils don't have much -defense debuff. Tin Mage is alright. Those trip mines may hurt too much. I have not tried it with my Ninja/FF in Tin Mage.
By the way, Synapse said he knows Ninja and Merc are under-performing and Necro may need some help. :P I will keep pushing the issues until they are being looked at again. LOL
I love Ninja/FF because it's more of a cast and forget set. I like to keep throwing smoke flash and I find trap's FFG hard to keep all the ninjas inside as they run too fast. I have not tried Ninja/Time. -
The one I am surprised is Vengeful Slice: +5.97 base DPA (38.00 -> 43.97, +15.70%).
Isn't Vengeful having like over 2s casting time? I am surprised placate can improve it that much because its base damage isn't that high. It's only an 8s attack. -
I really don't think the dev would take out any existing power in the power set now. They may re-order it (yes, I think they finally re-order Dimension Shift and Wormhole?).
I just don't think MA's ST damage is that superior. It is a bit better and that's it. It doesn't help that MA is all smashing damage (not as bad as Lethal). -
I have a hard time believing an "easy-to-maintain" 60% damage buff is as "designed". That is even better than Tier 4 Alpha. And just from one single proc?
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Quote:Yeah, Scrapper's superior version is definitely an improvement. Stalker's regular proc already gives AS 100% critical (will need to test this again once the new change is live) so the superior version doesn't really improve anything unless you put the proc in an attack that has less than 15s recharge. To avoid "interruptable" assassin strike during attack chain, the best place to put it is still Assassin Strike IMO.So, according to this back-of-the-envelope calculation, even after the i22 buff, the Stalker ATO proc should be significantly better than the Scrapper version. However, the Superior Scrapper proc is half-again as good, and the Superior Stalker proc isn't really an improvement, so that narrows the margin somewhat.
This also only compares to the Scrapper proc, and it's not clear how that compares to the other ATO procs.
Well, maybe other ATO procs are too good? I mean I can't imagine allowing a 21ish% damage buff to stack up to 3 times? That's like a constant 60% damage buff? Excuse me?! I really don't think a single proc can provide up to 60% damage buff. That just doesn't sound logical to me. It's either bugged or the stacking icons don't actually give 60% damage buff.
A single proc that gives a critical once every 12-15s sounds good.
A single proc that gives 21% damage buff for 10s sounds good too.
A single proc that gives up to 60% damage buff sounds ridiculous! -
You use assassin strike then concentrated right after? Weird. I thought I tested this last week and I couldn't get 100% critical right after a-strike? I need to test Kinetic more. Maybe Kinetic is different?
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Well, let's just compare Stalker's proc to Scrapper's.
Scrapper gets like +2% extra critical on minions and +4% on higher ranks. That's like 7% and 14% and higher for superior version?
Maybe somebody can do maths on this. Stalker gets a critical about 11-15s depending on your attack chain. -