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Posts
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Joined
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My suggestions to change Claws for PVE/PVP.
Swipe
-1.5sec cast change to 0.57sec cast.
-Why would someone take this over Strike other than the fact that its almost perma when u first get it.
-Add a def debuff to stack with other Claw attacks or add a extra 3-5% crit chance.
Strike
-Add a def debuff to stack with Slash or add a extra 3-5% crit chance.
Slash
-If no def debuff stacking with other Claws attacks increase the def debuff in Slash to 12% base.
-If no to above add a extra 5% chance to crit.
Spin
-Change cast time from 2.07sec to 1.67secs
-Add a extra 3-5% chance to crit.
Follow Up
-Change cast time from 1.67sec to 1.5secs
-Change base recharge time from 12secs to 10secs
-Change buff duration from 10secs to 12-15secs
-Increase base acc from 75% to 90%
-Make it a ranged attack at 40feet
-If above changes were made, remove extra crit chance from most attacks
Note:This power should self stack within reason, since there is a chance to miss. This power shouldn't out buff Buildup when stacked, but be more of a consistent buff.
Confront
-Standard
Focus
-Increase KB to 7.79
Eviscerate
-Change cast time from 2.17sec to 1.67sec
Shockwave
-Change KB to KD
-Add a 5% crit chance
I'm sure the devs can balance that. -
As a side point how good is Fire Control/TA now with the I7 change, as it seems I can stack/combo a few of the powers from both sets?
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I've been testing Poisonous Ray the past 3 days after getting it 4 slotted (1acc/3def debuff), and here is what I have found:
1. The Debuff lasts between 26 and 30secs. This is after asking many people to count the debuff down in PVP. I myself counted 26secs. This is for both PVE and PVP.
2.The resist debuff adds around 16% to damage, and here is the test:
Test Subject: Bone Spider Commando
Color: White
Level: 41
Type: Minion
Player: Gialli
Level: 41
AT: Dominator
Power Sets: Ice/Psi
Power Used: Subdue
Before PR:
Subdue Damage on Screen: 104
Subdue Damage in Combat Chat: 103.59
After PR
Subdue Damage on Screen: 123
Subdue Damage in Combat Chat: 123.01
I'm guessing the debuff would be about the same in PVP. I also tested this power on a lvl45 Crey Power Tank Boss at lvl42. The resist debuff on him was 11%, which is due to the fact that he is +3 lvls higher than I and also a Boss.
3. The Def Debuff is much harder to test, so I can't really say how much the power debuffs def. However I did test it in pvp with a few Heroes, and here is the info:
I tested on a Ill/FF Controller with PFF 3 slotted with +2 Def buff enhancers. I hit ther with PR and ask her to turn on just PFF. I missed 10 out of 10 times with both Subdue and Chilblain 2 slotted with +2 acc enhancers. Take note that Chilblain has a base acc of 20%.
On a SR Scrapper with all def powers 3 slotted for def I found 2 acc enhancers in my attacks powers would hit him 9 times out of 10. I didn't even need to use PR for the def debuff. I tested PR and missed 9 times out of 10 with Elude up. Elude being 70.20% Def to all damage types. SR also has a resist to Def Debuff scaled to 50% resist at lvl50. Making PR useless on anyone with Elude up.
Thoughts:
The resist debuff in PVE is useless on anything less than a EB or Hero/AV. On a Hero/AV/EB the resist debuff would be much less due to the fact that past lvl41 most players fight +3 mobs. Still its not totally useless, as added damage is always nice. Just don't waste this power on a white con minion. PR can be used as a team damage buff as the -resist helps everyone.
In PVP as a Ice/Psi Dominator the -resist isn't needed, as psi damage is the least resisted in the PVP game. It would be much more useful to anyone with Smashing/Lethal damage in their assault set. For those toons it could be very nice when stacked twice.
The Def Debuff in PVE really isn't needed unless u plan to fight +5 mobs. The mobs that have high def are few and far between. Only Drones which come in large mobs have high def, and since PR is an ST attack it won't help u much. The Nem's also have a high def as they turn on Vengeance which is a huge buff to def, but since Vengeance is an AoE buff PRs ST doesn't help much.
In PVP the Def Debuff is useless as 2 acc enhancers will get past most def toggles 90% of the time. The only Dominator set that would get the most out of PR is Thorny Assault as they can stack -def debuff and have Aim to help take out FFers with PFF. Still they only have 10secs to do so, and I don't think PR can be stacked in that amount of time. Thorny Assault can also use the -resist debuff as most of their attacks do lethal damage.
Overall I think PR is lacking, and would have liked a -dam/-acc debuff much better for both PVE/PVP.
Anyone else test PR out, and what are your thoughts? -
I've been testing Poisonous Ray the past 3 days after getting it 4 slotted (1acc/3def debuff), and here is what I have found:
1. The Debuff lasts between 26 and 30secs. This is after asking many people to count the debuff down in PVP. I myself counted 26secs. This is for both PVE and PVP.
2.The resist debuff adds around 16% to damage, and here is the test:
Test Subject: Bone Spider Commando
Color: White
Level: 41
Type: Minion
Player: Gialli
Level: 41
AT: Dominator
Power Sets: Ice/Psi
Power Used: Subdue
Before PR:
Subdue Damage on Screen: 104
Subdue Damage in Combat Chat: 103.59
After PR
Subdue Damage on Screen: 123
Subdue Damage in Combat Chat: 123.01
I'm guessing the debuff would be about the same in PVP. I also tested this power on a lvl45 Crey Power Tank Boss at lvl42. The resist debuff on him was 11%, which is due to the fact that he is +3 lvls higher than I and also a Boss.
3. The Def Debuff is much harder to test, so I can't really say how much the power debuffs def. However I did test it in pvp with a few Heroes, and here is the info:
I tested on a Ill/FF Controller with PFF 3 slotted with +2 Def buff enhancers. I hit ther with PR and ask her to turn on just PFF. I missed 10 out of 10 times with both Subdue and Chilblain 2 slotted with +2 acc enhancers. Take note that Chilblain has a base acc of 20%.
On a SR Scrapper with all def powers 3 slotted for def I found 2 acc enhancers in my attacks powers would hit him 9 times out of 10. I didn't even need to use PR for the def debuff. I tested PR and missed 9 times out of 10 with Elude up. Elude being 70.20% Def to all damage types. SR also has a resist to Def Debuff scaled to 50% resist at lvl50. Making PR useless on anyone with Elude up.
Thoughts:
The resist debuff in PVE is useless on anything less than a EB or Hero/AV. On a Hero/AV/EB the resist debuff would be much less due to the fact that past lvl41 most players fight +3 mobs. Still its not totally useless, as added damage is always nice. Just don't waste this power on a white con minion. PR can be used as a team damage buff as the -resist helps everyone.
In PVP as a Ice/Psi Dominator the -resist isn't needed, as psi damage is the least resisted in the PVP game. It would be much more useful to anyone with Smashing/Lethal damage in their assault set. For those toons it could be very nice when stacked twice.
The Def Debuff in PVE really isn't needed unless u plan to fight +5 mobs. The mobs that have high def are few and far between. Only Drones which come in large mobs have high def, and since PR is an ST attack it won't help u much. The Nem's also have a high def as they turn on Vengeance which is a huge buff to def, but since Vengeance is an AoE buff PRs ST doesn't help much.
In PVP the Def Debuff is useless as 2 acc enhancers will get past most def toggles 90% of the time. The only Dominator set that would get the most out of PR is Thorny Assault as they can stack -def debuff and have Aim to help take out FFers with PFF. Still they only have 10secs to do so, and I don't think PR can be stacked in that amount of time. Thorny Assault can also use the -resist debuff as most of their attacks do lethal damage.
Overall I think PR is lacking, and would have liked a -dam/-acc debuff much better for both PVE/PVP.
Anyone else test PR out, and what are your thoughts? -
Just tested Poisonous Ray for Dominators, and here is the info:
Test Subject: Bone Spider Commando
Color: White
Level: 41
Type: Minion
Player: Gialli
Level: 41
AT: Dominator
Power Sets: Ice/Psi
Power Used: Subdue
Before PR:
Subdue Damage on Screen: 104
Subdue Damage in Combat Chat: 103.59
After PR
Subdue Damage on Screen: 123
Subdue Damage in Combat Chat: 123.01
That makes Poisonous Ray about 16.3 debuff to resist, but it still needs to be tested some more. -
Force of Nature has a base recharge of 1000secs and lasts 120secs. At the end of those 120secs all your end is drained and u can't rec end for about 10secs. It has 35% base resist to all types of damage except Psi, and gives the user resist to Immob/Hold/Sleep/Dis status effects. It also gives the user an end rec buff for its dur time.
With 3 recharge enhancers in FoN it recharges in 513secs. Add Hasten and its up every 377secs. Meaning it has a down time of 257secs. -
Base recharge for IW is 360secs and it lasts 90secs. With 3 recharge enhancers it takes 185secs to recharge. With 3 recharge enhancers+Hasten+ 1 Siphon Speed it recharges in 126secs. With this setup u can get it up every 36secs. If u add 2 more Siphon Speeds its even less.
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Controllers don't have Force of Nature, its in the Blaster EPP.
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I posted a topic a while ago when I came back to play CoH/CoV about how Controllers/Dominators should get pets between lvl8 - 18. If the pets scaled damage as u lvled it wouldn't have been a big issue. Most other MMOs give players their pets in the first few lvls. The replies I got didn't show support for this suggestion, in part due to Containment and its buff. Players suggested it would make Controllers overpowered, and I can agree with that.
Now because I liked Containment so much I had nothing to say, and I let the topic die. Containment is a problem, I can see that now. However rather than a flat out nerf more of a tweak is needed. I know a few controllers that don't use their pets, and they would be gimped if Containment gets nerfed. What happens if pets die in the first few secs after u summon them? It is at this point that Containment comes into play.
The Containment problem needs a topic of its own.
As for Dominators I'm still testing the changes. I 'll have my comments up at a later point. However at this time I can agree with most players on the Dominator issues posted here. -
The thing that bugs me is the recharge on the AoE attack powers. Ball Lightning for Blasters has a recharge of 16secs, while Ball Lightning for Dominators has a recharge of 32secs. Thats two times as much as the Blaster version. Also as many others have said Doms already have better AoE attacks.
If we look at the Controllers Psi Tornado EP, it has the same recharge of 20secs like the Defender version. The only thing that is different is the end cost of 23.1 to the Defenders 18.5 cost. Almost all EPPs change the recharge or end cost by a factor of 3. One of the few AoE powers that doesn't change in this way is Fireball in the Controller EPP. We all know this is due to the fire/kinetics nerf.
Now if PPPs were really better than EPPs shouldn't they have the same recharge/end cost as the true versions of these powers? -
I have Hover with 3 flight SOs in it, and find it rather slow at lvl50. However I have Siphon Speed, and with one siphon I can make it fly. With 3 Siphon Speeds it becomes pretty fast and doesn't suppress. It works great in pvp, it also reminds me to stack Siphon Speed