Jibikao

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  1. I agree. Dark/Dark isn't exactly a "exciting plan" which I believe is the kind of word the Dev used.

    I don't particularly find /Dark Assault that exciting. Dark Control is ok (since they've decided that they are not going to port Illusion).

    Dark Control isn't exactly the ONLY surprise for Dominator since Controller gets it and gets another support set.

    Overall, Dominator is still lagging behind in sets. I thought for sure the surprise is Whip Assault and that's why it was taking so long to give Dominator anything.
  2. I thought they were going to create a new Mastermind primary "Primal" set with "animals". Looks like they are going to create one for Darkness Control first!

    My thoughts? Cool. It's a pet so it fits controller better but not as good for Dominator and I only play Dominator.
  3. Quote:
    Originally Posted by Test_Rat View Post
    I stun bosses and EBs with my KM stalker all the time...
    Yup, that's exactly what my point is! KM and MA have enough stuns to stun a boss/lt/minion, but KM has knock down, knock back PLUS damage debuff. Energy Melee just has stuns and that's just too overlapping IMO.

    Stun is still useful. Some of the bosses get into god-mode when health drops low and you want to stack enough stuns to prevent that or knock back right before god-mode and finish him off quickly.
  4. Quote:
    Originally Posted by Starsman View Post
    I said for ages that power should be given the "WarMace/Clobber treatment" (now I can add Cobra Strike as another reference to pull from.)
    I am not against giving Stun the Cobra Strike treatment but it just means that the first two attacks are pretty much not needed once you have the last two attacks. Much like Martial Arts, does Stalker really need a set with 7 Single Target attacks?? There's really no place for Storm Kick and if you have fast recharge, you don't even need both Crane and Cobra. Just choose one.

    If they want to buff Energy Melee, please make sure they reduce that redundancy (this includes MA as well). Energy Melee suffers two redundancy, one is over-stacking stun and another is too many ST attacks. MA at least has some minor differences. Enough stun on a boss, one hard knock back (works well on most bosses) and one immb.
  5. I am not sure if mine is perma Hasten but it's my current best all-range Fortunata build that does well in Incarnate Trials.

    http://www.cohplanner.com/mids/downl...18FF058E3BE4F6
  6. Jibikao

    Rain of Arrows

    Quote:
    Originally Posted by viper_kinji View Post
    Don't forget that Flash Arrow, unlike (all?) other -to hit powers is unresistable.

    So while the base is lower, the in game effect is actually more than decent for a non aggro AOE power when it matters most (big bad fights)

    When coupled with Musculature Radial T4, 4 slots get you 14% unresistable -to hit which is nothing to scoff at from a team or solo standpoint.
    The tohit debuff is unresistable but is it lowered down by level difference? Because if it is, the debuff value is very low even if it's unresisted.
  7. Jibikao

    Rain of Arrows

    Quote:
    Originally Posted by Kioshi View Post

    Yeah they do the same damage. Dunno if the corr version scourges because elec blast's damage makes me cry so I never got it past 20. I think it does because iirc there was some talk about the Dom version scourging.

    But if you really wanna see broken stuff that shifts the balance more than a lousy pet, just look at Ice Storm across Blasters, Corrs and Defs, same damage.

    Fire Blast for Corrs is hax because Rain of Fire does Blaster damage and SCOURGES. The defender version was properly modded and does way less damage.

    Yeah, Corruptor's VS can definitely scourge and Dominator's version used to scourge too.

    I wonder why they never really fixed Blaster's versions?
  8. Jibikao

    Ranged Bane?

    Well, there is no SoA build that "does not work". SoA is just that good, even if you only use Mace Range Attacks.

    Your ST dps will be somewhat gimped especially you won't be using Venom Grenade to increase your Poisonous Ray's damage.

    I thought about this "theme" build but I just can't stand 2s activation time on every attack, including the first tier 4s attack.

    Yes, you do want that Mace Beam from Patron because that hits harder than Bane's regular Mace Beam.

    Your goal is to get as many proc damage as possible because your DPA (damage per activation) will be low (due to 2s activation time). You can easily get Chance for Smashing from knock back set and the two aoe can take both knock back and positron's chance for energy.

    Well, why don't you give it a try and let us know how it works? I mean you may just kill slower but SoA is strong enough that you shouldn't gimp yourself too much. Another thing with all-range Bane build is that you don't get critical damage from range attacks.

    (I still think you should take Venom Grenade though)
  9. Quote:
    Originally Posted by Oathbound View Post

    Impact will work on a mob even if the hold doesn't take effect (Say because of PTOD),
    Oh good to know.
  10. Jibikao

    Rain of Arrows

    Quote:
    Originally Posted by Siolfir View Post

    The Blaster version (along with every other Blaster rain power) never was adjusted when Defiance 2.0 buffed their ranged damage modifier, so is based on a scale 1.0. So the Corruptor Rain of Arrows has a "damage scale" of 0.667.
    I posted this question in corruptor forum but do you think Blaster's Voltaic Sentinel is using Blaster's old 1.00 damage modifier or the new one? Mids lists that both Blaster and Corruptor VS does the same damage. That doesn't seem right?
  11. Quote:
    Originally Posted by Obscure Blade View Post
    Hmmm, makes me wish I could make a Grav/Traps; you could phase the enemy, walk right up to them, set up a trap field as they glare helplessly at you then walk back around a corner & turn the phase off. BOOM!
    Or set traps/mines in the corner and Wormhole the mob to them. :P

    I used to run a team with trappers and we would do that for fun. The trappers would set up several mines and I wormhole the mob to the bombs. It's pretty funny.

    Yes, give Controller /Trap! I'll then have my first lvl 50 Controller - Gravity/Trap. :P
  12. Quote:
    Originally Posted by Energizing_Ion View Post
    That's the way I read it
    Oh that sounds not as bad then...

    My next question is, is DS's Area of Effect going to be very obvious so that people can easily tell where the Phased Area is? One of the old complaints on DS is how hard it is to see the mobs that got phased (and now they are still attacking even though they don't do any damage which makes it very confusing).

    Is there any way to turn off their attacks when being phased? Years ago when I tried DS, the mobs were immbed and they weren't attacking.
  13. Quote:
    Originally Posted by Arbiter Hawk View Post
    All of this works together to let you control with great finesse how much of a group you phase, as well as giving Gravity Control characters a tool for "Area of Effect Denial" - perfect for stopping everything coming through a door, or for dropping where that blaster is standing so that the enemies around him can't melee him.
    I have a question. So what you are saying is that if I cast it at a friendly ally's "location", the mobs that enter the location are "phased" but the Blaster isn't? That Blaster can still attack mobs that are outside of the phased "area" with range attacks?
  14. I'll be honest. Even with the new change on DS, I am still not sure that I'll use it. I think aoe phase in this game just confuses people. Yes, there may be some uses. I just think we try to pretend that DS has a "good" use but in reality, it doesn't. We would come up situations where we think DS may work but does it really work that well? If the team needs some panic button, save your aoe hold for the big spawn in ITF or drop Singularity on the edge where the warrior spawn shows up, or use DS right after they come out from the door. I mean there are ways to deal with "panic situation" and I am pretty sure DS isn't even in the top 100 list of "panic button".


    If PvPers think the current DS is good, then keep it the way it is - a click power rather than a "drop" toggle.


    The Wormhole change solves 80% of Gravity problem IMO. Larger radius with no initial aggro. The other 20% of the problem is to switch place with DS. DS is bad in pvpe? Then skip it. It gives you more reason to take other powers. It's not like DS is a good place for set bonuses any way.
  15. I actually find /storm a very endurance heavy set especially I carry 3 leaderships. I went with Cardiac.

    If I remember correctly, Demons use quite a bit of endurance too so they'll benefit from Cardiac as well.

    My basic rule for Mastermind Alpha is this: Do I need more damage or more endurance discount. The rest is just gravy.
  16. Sorry, I think it's Katana/Willpower. His other 50 is Mace/Shield.

    It's just that the Katana number looks really small for Brute but I guess Brute's base damage is really low.

    Now that I think about it. I think the reason he thinks katana build kills a lot slower than mace/shield is that mace hits harder and there is shield charge. He would herd a big group and smash. In that situation, Katana can't compete with Mace.

    (By the way, you can't have Katana/Shield due to the two-handed animation?)

    Anyone here has a lvl 50 Katana? How do you like it?
  17. One of my friends made a lvl 50 Mace/Shield and a 50 Katana/Shield. He said War Mace is so much stronger at lvl 50.

    I looked at the numbers and I think I agree with him.

    My friend always IO his toons so Parry's defense isn't that big of a deal.

    Golden Dragonfly is supposed to have a bit higher critical chance for Scrapper but Brute's version doesn't seem to include that "bonus".

    I know they re-vamp Claw for Brute to make base damage higher. Should they have done the same for Broadsword/Kanata?

    What's your thoughts? Can Kanatan/Broadsword compete if you put procs in them?
  18. Quote:
    Originally Posted by Blue_Centurion View Post
    Oh yeah. i was not asking for either of those. If I asked could I get it, heh. I was just bringing them up for comparison. Stun is a crap secondary effect unless you run around farming Port Oakes street fights your entire career with exp shut off around 12.
    Actually, I wasn't saying "stun" is useless. What my whole point is Stun on a mostly Single Target Set isn't that effective because those that can be stunned can easily be stunned by ET/TF (one hit or two hits at most) and those that can't be stunned will make the stacking nature of energy melee stun useless.

    The power Stun in Energy Melee also seems too redundant.

    Take Kinetic for example, the pbaoe Burst has -damage + knock down. Even if the knock down doesn't affect the AV/Boss, the -damage debuff will.

    I think Energy Melee needs another secondary effect. I am not so sure if Dominator's Whirling Hand is a win-win situation. Dom's Whirling Hand has 20s recharge.
  19. My only problem with them buffing Whirling Hand (or Dragon Tail) is that Stalker doesn't have neither. T_T (tears)

    If Energy Melee is going to be looked at, please think about Stalker's needs too.
  20. Quote:
    Originally Posted by Blue_Centurion View Post
    Aren't stuns pretty worthless in the high end modern game? Serious question. I would personally trade the stun effect for anything besides KB and be happy. Its a toss up (for me) whether Knock Down or Stun is the better special effect. But I would literally take anything over Stun or Knockdown. I perceive both to be near worthless for what I need from a set.
    Well, yeah, that too. All Incarnate AVs are pretty much immued to control effects. And on a large team, your ST Stun isn't going to stand out.

    That's why I said that Energy Melee's stuns aren't that effective because in normal situation, a total focus/energy transfer can only stun most minion/lts and if you add two more hits, it's likely to stun a boss, but that's about it. It needs more reliable secondary effects and since you only have one pbaoe, it's unlikely to "extend" that secondary effects.
  21. Jibikao

    Rain of Arrows

    Quote:
    Originally Posted by Siolfir View Post
    Rain of Arrows summons a pseudopet, so uses the pet damage modifier instead of Corruptor modifier. The pet created was based on the damage of the Blaster version, and they reduced the damage by taking the Blaster modifier (1.125) and converting it to the Corruptor modifier (0.75), so it does 2/3 (66.7%) of the damage of the Blaster version.

    When Archery was originally created for Blasters and Defenders, they got a separate pseudopet so that it would do different damage based on their damage modifiers - for Blasters at the time it was scale 1.0, for Defenders it was 0.65.

    When Blasters got a ranged damage modifier buff to 1.125 as part of Defiance 2.0, Rain of Arrows was never changed and retained the same damage (none of the Blaster rain powers were changed, so Ice Storm, Rain of Fire, Ignite, and Blizzard are similarly "nerfed by negligence"). Thus, the Corruptor version is an effective 0.667 modifier instead of 0.75 - explaining why it barely does any more damage than the 0.65 modifier Defender version.

    Yes, it's pre-nerfed for Corruptors because the Blaster version was the base used instead of taking the Defender version and making it do 15.4% (0.75 / 0.65) more damage.
    Have you PMed a dev about this? I think Blaster's version needs to be a bit better. Corruptor version is debatable since the "Rain" power can scourge.

    Blaster seems to get the worst end when it comes to "pseudopet" damage.

    By the way, Blaster's Voltaic Sentinel needs to be buffed. Is the damage based on 1.00 modifier? VS doesn't get defiance damage buff and MIds shows that both Blaster/Corr version does the same damage 44.49?
  22. Quote:
    Originally Posted by recalx View Post
    I'm gutting my Grav/Fire if this goes through, and rebuilding a mind/fire.
    Nerfing one of grav's best tools in PVP makes zero sense.
    What's so great about Dimension Shift in pvp? How long can you cage the person for? 10s or less?

    And it's really not a total nerf because it will get a bit better in pve. The current version is terrible because 1. the phased foes are still running and attacking and confusing the hell of everyone 2. it is a large aoe phase so you may phase things that you don't want to phase. 3. phase allows the mobs to regenerate back health (which becomes a net gain for the mobs).
  23. Quote:
    Originally Posted by ketch View Post
    I agree that Dimension Shift will probably still be limited to a panic button. It simply doesn't match the pace of the game very well. Making it into a toggle is a huge shift in usability, but it really needs to go a step further. In my opinion it needs to also phase allies that enter the area of DS so they can continue to combat enemies.
    This is cool idea because if I remember correctly, they allowed phased players to be able to hurt another phased player.

    The only problem I see this is that players can enter phased area to avoid damage until the foes enter the area so they can fight each other. lol

    I don't know man. I think an AoE Phase is just a bad design to begin with. They are trying to make a bad design a bit better but it is still a bad design. I don't care much about DS. I still won't take it. It is a bad panic button because other players will get confused and if the situation is bad, I run!
  24. Jibikao

    Ninja/????

    Oh and don't make a Ninja/TA. You will delete him later.

    The only way Ninja/TA would work is if you have a tanking Tanker/Brute who can grab aggro for you.

    /TA excels in debuffs and keeping distance between you and the foes, but wait, Ninjas run in! They run in without any decent defense/resistance and they will melt faster than you clicking Aid Other.

    This of course doesn't really apply to soloing. I think if you only solo x1, any secondary would work.

    If you play Ninjas long enough, you'll realize that they draw a lot of aggro to themselves. Ninjas' AI on their own is to "spread out". Looking at caltrops and crane kick, those two work the best if the ninjas choose their own targets and spread out (which will also lead you to a lot of team-wipes because Ninjas run so fast and they chase runners!).

    I have a long list of things that can make Ninja, Merc and Necro much better. I am waiting for another new MM set and I will hit A. Hawks about it. :P
  25. Quote:
    Originally Posted by Oathbound View Post
    The teleport aspect of wormhole alone allows you to drop groups of mobs into your active dimension shift, no KB at all required. The knock effect actually makes it MORE difficult to ensure that mobs end up inside of Dimension Shift, because it makes it harder to tell exactly where they're going to end up.
    I have to agree with this. I try to stay away from knock back vs knock down debates because that just makes Gravity discussion even more blur.

    I don't think knock back makes positioning mobs into Dimension Shift easier. I think it's harder. We can easily drop that "white circle" into the Shifted area and the mobs will appear there. The current knock back has this unpredictable nature. Sometimes it spits out completely scattered and sometimes all the foes fall into similar area.


    I do agree the "spitting out" part is fun to watch and it's thematic. Again, some people love knock back and some people just hate it. I am neutral.

    I am just glad Wormhole will be 20' radius + no aggro before teleporting.