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This is a HUGE buff for MMs.
And in a way, it's kind of odd because other secondaries need more help than /Dark. Dark is already one of the best. Instead of bringing other "not so popular" sets closer, this buff seems to make the popularity gap wider. Now I want to make a Ninja/Dark. I wanted a lvl 50 Ninja and couldn't decide on the secondary and I think the dev just made the decision for me! lol
What about /Poison? That set needs some serious love. -
I find it odd that the only power they want to "buff" is /Dark. /Dark healing radius is now 20' instead of 8'.
I think /Poison needs the most help of all. They might as well "correct" Poison Trap to match Trap's Poison Trap.
Yeah, Necro/Poison and Ninja/Poison are pretty terrible. You'll feel the pain when you start fighting high level Longbows. They'll wipe out your pets faster than you can debuff them. -
I really want to like them but they are just so not likable. Besides role-playing reason, patron pets just don't seem to add much. If you are not a Corr/Defender/Troller (Crab is ok) with buffs for them, they don't survive long enough and what's worst is that they have 900s recharge with 240s duration. Is the Duration really that necessary?
I was trying out my Widow Widow Sister build with my Blood Widow build (follow up) and Blood Widow patron. I took double Maneuver, double Assault and Mind Link. I set it to +3 (since I am level shift) at only x3. Oh my, she still dies so quick. I would jump in first to try take alpha but strangely Blood Widow either has some sort of taunt that draws so much aggro to her or I smell really bad that mobs just leave me. It was really strange.
I don't think level shift applies to Patron Pet right? Because I think she was lvl 50 fighting +3 or +4.
I really hope we can improve patron pets.
1. If you want to put 900s recharge with 240s duration, can you at least allow us to Pass Inspirations to them? I know we can't Direct them but I wanted to pass Greens to my sister Widow so much when she was dying. Is passing inspirations to Patron Pet going to be overpowered?
2. Can level shift apply to Patron Pets? I don't think it does but I could be wrong on this.
3. Can we reduce 900s down to 600s recharge?
I really just want to pass inspirations to my blood widow so she can survive better. -
It's been years since the last time I use Poison Trap on my first lvl 50 Merc/Poison. I remember I dropped it very soon because the trap has 4s interrupt? Does it still have 4s interrupt?
The Sleep effect isn't useless and the -endurance isn't useless but I do question 4s interrupt if it's still there.
None of the primary pets can drain endurance so the -endurance effect isn't going to be overwhelming. Maybe you can combo it with patron? And even that is a stretch.
The thing with -end effect is that you either drain it to zero and KEEP it at zero, or you don't drain at all. -
My melee toons Bane and Stalker don't necessarily die in the last battle but they also don't offer as much dps because BM could be standing in the flame. I constantly use vet Staff attack and luckily Kinetic Melee has one range. My Bane uses Venom grenade and Surveillance whenever they are up.
DPS-wise, BM fight lasts a bit longer but it's not that bad. -
We've done 6 Apex runs for the past 3 nights and our main Brute/Tanker players on the team mostly focus on taunting Swords so the squishies can focus on BM.
One thing I've noticed is that if you have Troller/Dom on your team, ask them not to immb BM because it kinda hurts melee dps if she keeps being immb inside the blue flames. Taunt has -50% range debuff and a Brute/Tanker should be able to taunt her out so other melee dps can move in. -
Nothing in particular but just don't hit and run (re-hide). :P
With proper slotting and Ninja Blade's defense, you should be able to fight toe to toe against most bosses. -
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Quote:Both Corruptor and Controller have very similar buff/debuff values (there could be minor differences).I have always played hero side, and I plan to play a corruptor hero side. What percent of blaster damage do corruptors do, and what percent of a defender's primary powers do they have? For example a defender does 70% of a blaster's damage, if I recall, and a controller does 80% of a defender's primary effectiveness. How is it for corruptors?
I think a more fair comparison is Blaster VS Dominator. You may like Dominator more than Corruptor if you like Blaster's style. You may be disappointed if you only want to focus blasting with Corruptor. You gotta debuff/buff first to get much better damage. -
Is Stalker considered "melee character" because Stalker AT certainly isn't overpowered... (tears)
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Apex is the most fun TF IMO (followed by ITF). It can be "short" and very action packed. The "blue flame" can be tricky and exciting!
Having said that, some powersets are just not as "enjoyable" as others. I don't particularly enjoy my Stalker in the first mission against those pylons/hydra. I have to rely on my range dps teammates for that.
And I will never bring my MMs to apex either because I don't want to re-summon so much and pretend that I am useful. Just because I manage to survive, it doesn't mean I am helping much.
My Fortunata has the best time in Apex because she is all ranged and hovering and survives really well. -
Yeah after I posted that question, I kind of figured Brute/Scrapper don't get that effect since the finishing move is from Typhoon.
When I made my DB Stalker, I didn't want to take all 6 attacks so I skipped Ablating. I mostly only started the fight with BU + 1K Cuts. It's simple, fast and the cone damage is very decent.
On my respec, I'll definitely fit Ablating in to try. -
LOL I wish. Assassin Strike is only good at ganking weak targets. My Claw/Dual Blade/Ninja/Broadsword can't even BU + AS a +2 Longbow Nullifer to death... I believe Energy Melee and Dark Melee can because of less damage resisted.
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Quote:I do think Energy Drain works a lot better on brute and Energy Aura offers a different kind of gameplay for a stealthy Brute (I still took Taunt though). Mine is lvl 47 Dark/EA.My new Fm/Ea Brute that I created from the remains of my stalker (Pulled all the IOs out of a Spines/Ninjitsu stalker) gets over 1000 HP every 15 seconds from Energy Drain.
I cannot complain at all.
Sorry you people who stick with the stalker AT don't like Energy Drain.
It serves my brute wonderfully.
Did I mention I get combat stealth which is superior to Hide in most cases on a brute too? -
I wonder if this applies to Scrapper/Brute/Tanker's Ablating as well?
Man, now I want to move my lvl 50 db to Freedom and get him alpha. -
What the?? For real??
Why is Ablating different? I can sort of understand procs happen in Sweep Combo. -
I wish I had the courage to tell people that their builds suck. The most I've ever asked is a lvl 40 Fire Dominator without Char (single hold). I asked him why he didn't take it because I know I can't imagine playing a lvl 40 Dominator without it. It was during AE farming madness period so possibly he was power leveled to 40ish.
I didn't kick him out of my team of course. I just thought his build sucked... -
Oh yeah, I completely forgot about Propel. It is a garbage power on dominator because it is too slow for the damage. It's one of those powers that work well with Troller but not with Dominator. It just looks neat.
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I have a lvl 43 Grav/Icy that I enjoy. I really like the ice swords. They look cool. (I really want to try Ice Melee but I hate tankers...oh well)
But in terms of damage, /Icy isn't that good. It is a fast set for sure.
I think it is possible to make a good Ice Melee with Ice/Icy/Icy epic. You get that Ice Armor. -
Quote:If I remember correctly, Poison Trap also has 4s interrupt unlike Poison Trap under Trap. That alone makes it 10x worse IMO. I've only really used it once and dropped it immediately. Maybe the sleep and -end drain is good? Who knows...Ok of the powers the only ones that need serious effort are 4. Neurotoxic Breath, 6. Antidote
7. Paralytic Poison 8. Poison Trap and 9. Noxious Gas
I do with that they would oh double the values that the set debuffs, why? Because while it would not affect 95% of PvE content (IE most resists are 40% or less, same with defenses) there are these things called AV's who have an 85% debuff resistant built in, and I wish that Poison, the master of debuffing could actually debuff AV's to some extent. So I debuff say Honree's resistances by 9% not 4.5%. Same thing with -Regen. Plus with -Resistance being a non-buffing by any set it means I limited to slot more -to hit or -defense but their exists no -resistance I'm aware of.
As for powers that need work
4. Neurotoxic Breath
Why not gives me a tiny amount (10% say) of Defense or Resistance debuffing on top of the slow effect and hold chance in keep with the poison theme? Make it a cone envenom in other words (A weaker version to be sure)
6. Antidote
Feels out of place in the set, it's not an empathy, and seriously... cold resistance? Why not let the bonuses last longer or give it some secondary function.
7. Paralytic Poison
Just a hold? Come on guys lets get a secondary 30 function on our Poison hold
8. Poison Trap
An utterly useless power as traps are already questionable, and sleep traps are utterly worthless. I'd love to see some Database digging to see how many /Poison 50's have Poison trap. I'm guessing it's few and far between.
After all lets review
It's a trap you have to sneak up and place that sleeps all your enemies, which is far harder then simply pulling or simply killing all of them.
If you don't want to break the new power rule why not in keeping with the poison theme remove the sleep and and make it an AoE weaken as in give a nice 60 second -tohit and damage debuff. Or a 30 second if you remove the trap portion and just make it an AoE
9. Noxious Gas
Make it a pure AoE, remove the targeting portion and just give us an AoE super tier 9 debuff that is a full strength Envenom/Weaken/Paralytic Poison or Neurotoxic breath.
Let the Poison set shine by being able to do almost no damage but putting enemy Defense and enemy tohit and Resistance into the ground.
The debuff values should be higher for Corr so 30% resistance debuff could be like 37.5%.
Another negative that hasn't been mentioned is that all ST powers have somewhat slow activation time. The single heal needs to be thrown like softball. The single hold is kinda slow too. Slower activation time isn't a big deal on MM because it's the pets that are doing the damage but on Corr, slow activation time means less dps for you. -
Quote:That's what I was afraid of. So it's back to "banes suck" for me for the most part. Damn.
Very well put. But I don't know, banes just seem to tether at the border of being competitive with crabs, and that really doesn't give me much of an incentive to invest in a bane build.
Well, do you like Stalkers? Stalker ranks #1 population of all the toons I have but I have this "love and hate" relationship with them. I feel Stalker is lacking on a large team and Bane gives me that "superior Stalker" feeling because Bane has very decent burst damage (for 10s with Shatter and Shatter Armor), offers great team defense and debuffs resistance. I love Bane and mostly it's because I am a Stalker-user. It definitely has an acquired "taste". lol
If you don't use Stalker much, Bane is probably not very fun for you. -
Energy Drain has a few problems:
1. It costs 13 endurance to use. I don't know how many times my Brute /EA's endurance was very low and when I used it, I either had to wait or dropped most of my toggles and got mezzed. Endurance cost seems a bit too high IMO.
2. Activation time is a bit slow.
3. Healing aspect of it is just a bonus. I tried not to think about it as a healing power but I can see how Brute gets more from healing when he herds. My /EA Stalker needs at least 4 targets to feel a decent healing from drain.
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On Dark Regeneration, I think that power has some problems too. The endurance cost is way too high. Yes, I know it heals a lot but in reality, you really only need 2-3 targets to heal back to full completely. Hitting more than 4 targets is just over-healing which doesn't make you survive longer. I heard chance for endurance proc works well with Dark Regeneration but I haven't tried it yet. I just know that without any set bonuses, it is very hard to keep using Dark Regeneration whenever it's up. (Fear toggle costs a lot of end too)
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Having said that, I find Energy Aura brings a different playing style for Brute (positive way) but does almost nothing for Stalker. There are better defensive sets and I still hate that Repluse toggle. It just costs too much end and the activation time makes it hard to toggle on and off during combat. I have a 50 Spine/EA and he does alright against things that don't do psionic damage. -
I just looked at patron pets.. (haven't paid attention to them in a very long time) and looks like Blood Widow is packed with a lot of damage.
I wonder what is your build dps like with Blood Widow? -
Quote:Survivability comes from more than one source (resistance). Bane can start the fight with an almost guaranteed knockdown in Shatter and if you chain Crowd Control next, the target has a high chance to get knocked down again. Soft-controls do help Bane survive a bit better.You forgot taking survivability into the equation. Crabs are much more survivable and I don't think that additional resistance debuffing is worth the survivability you can get with a crab, not by a long shot.
When I played NW, she has the most defense of all but when I get unlucky and get hit twice in a row by a boss, I die very fast. Comparing to Bane, a boss may spend a lot of time "bouncing" up and down.
There are some situations where having more resistance is better like against Avs that you can't knockdown or GMs. In the case of GM/AV, Bane's resistance debuffs do make a huge difference and I mostly get AoE defense because I know I am never going to steal aggro away from a Tanker/Brute. What I need is higher AoE defense and I save Orange inspirations too because I know I still have 10% to get hit. -
Quote:Made a Bane build with Musculature Core Paragon (my previous 155 DPS one was with Cardiac). CBA to properly caluclate end consumption, but I think it would be borderline functional in that regard (same net endurance recovery of 2.5 EPS as the Cardiac build, but that of course means attacks will drain more juice).
EDIT: Went and calculated attack chain endurance drain too, turns out it's 4 EPS which is not nice, giving only a minute of continuous beatdown.
This build isn't running Tough (could be turned on if need be since it's fully slotted but end is a problem) and has 180 DPS with the same attack chain, 175 if I use Venom nade instead of Crowd Control every other cycle.
That I'm willing to accept as borderline balanced with crabs, I think, even considering pets - the bane is going to always have his full DPS right where he wants it and the build does have Call Reinforcements too. The problems of end consumption and no DDR remain though.
EDIT: Bah, forgot to include the Cloaking Device in my endurance calculations. Net endurance gain falls to 2.37... I'm not happy.
My level shift bane originally went with Musculature path thinking that more damage is better but I had endurance problem during long fights. And while I can carry more blue inspirations, I feel I am better off carrying more Reds than blue because Red last a lot longer (60s) than what Blue can do. A small blue only gives 25 end which can be used up in 10s if I spam all my attacks nonstop.
My Bane is now full Cardiac and it's a much smoother build. I mostly only carry Red, Orange and Green.