Oathbound

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  1. Quote:
    Originally Posted by Papaschtroumpf View Post
    wonder if that applies to 8x Earth/Emp
    must be like watching grass grow (and just as safe)
    Green Machines are actually pretty crazy. (I say this as an Earth/Emp green machiner.)

    Stacked Fortitude, Perma AB, essentially Perma RAs, then of course everyone could take assault since with AB/RA you're never going to have any endurance issues, combine that with APP attacks and the fact that everyone sets up containment for everyone else and it can be surprisingly brutal.

    Yes the lower levels are going to be slow(and safe), but the upper levels should be a cakewalk.

    Edit: Perma-AB, AM is in the wrong powerset.
  2. None really.

    There are sets I prefer, and sets I'm not fond of, but there aren't any I flat out refuse to use.

    Hell I don't particularly like Fire based powers and yet I have a level 50 Fire/Storm Controller, Fire/Psi Dom and Time/Fire Defender.

    If it fits my concept I'll probably use it.
  3. It's still early beta, there's time for it to change.

    If you wish your voice to be heard on possible modifications to Dark Assault the best place for that is in the feedback threads in the Beta section.

    (For what it's worth, many people agree. Dark Assault as is, is pretty underwhelming.)
  4. Quote:
    Originally Posted by Zaloopa View Post
    It's funny, on Protector it seems to be universally accepted that glowies are a "free for all" sort of situation. I've never seen a team leader complain about people clicking glowies without permission and I've never seen anyone ask for permission. This works out quite well until I make an alt on another server then get yelled at for clicking a glowie and told I have "bad manners"
    Yeah, it seems to vary from place to place.

    I tend to just not grab glowies in other people's missions (or leave it up to the team leader in TFs), but I will call it out if I find one and no one else seems to have noticed it. If someone says "Grab it" then I will, otherwise I'll wait or someone else to get it.

    On my own missions, I tend not to care if other people grab the glowies. Knock yourself out.

    If someone seems to be under a false impression about whether you should use glowies (like in TV trial) I'll do my best to dispel that nonsense.
  5. I can't help but feel that the dark cloud effect on the mobs upper body should be around their legs for the Immobilizes. The swirly effect just doesn't really convey any reason why they wouldn't be able to move.
  6. I think I'll need to see the powers used against a mob first.

    The Hit FX or the immobilizes doesn't look right to me, there's nothing about them that would indicate why the target can't move.
  7. Quote:
    Originally Posted by GuyPerfect View Post
    I'm still cautious about the wolf actually being the Umbra Beast. Darkness Control has another summon power, and it may be a Shade.
    I doubt that. Shades have Shadow Punch as their attack. Punching wolves doesn't seem like a good fit. Also, the pic only shows 1 of them, and yes, that doesn't mean there's -only- one, I would think that if they were displaying the [Haunt] power they'd make a point of showing two pets.

    Also, I'm pretty sure that Shades have fly (I'm not on beta atm so I can't double check) and again, Punching Wolves-Flying Wolves.
  8. Been running a Grav/Dark controller (admittedly it'll be a bit different from Doms). Not very high level yet, but here are my impressions of the Propel changes so far:

    Casting time = awesome. The animation needs tweaked a bit, but other than that it's made of win.

    Impact...... resounding Meh. The damage bonus is trivial. To the point that honestly I didn't see much difference in using Propel on an Impact target vs a non-impact target.
  9. Quote:
    Originally Posted by Jibikao View Post
    Well, let's just hope Dark Control isn't too pet-heavy because we already know Haunt has two pets (relatively weak but can be buffed) and tier 9 is another pet.

    It would be nice if the Wolf is an Unaffected spiritual pet that debuffs/buffs.
    It's a combat pet. In fact is has a surprisingly nice assortment of powers, given that it's the third pet for the set.

    Claw Rake - Single melee (3s)
    Vicious Bite - Single melee (7s)
    Umbra Swipe - Cone melee (8s)
    Shadowy Binds - Single immobilize (4s)
    Terrifying Roar - Cone damage/fear (10s)

    Terrifying Roar is Mag3 and lasts 8.94s at level 50.

    Umbra Beast looks like it will indeed be... a beast.
  10. Oathbound

    Dark Assault?

    Quote:
    Originally Posted by DarkCurrent View Post
    I'm concerned about the lack of a true PB AoE attack. Mostly a blast set with only 2 punches and one of those is lvl 38.

    So attack chain is going to be 2 ST blasts, 1 cone and 1 punch during early levels.

    Moonbeam at 20?? No thanks. Either early or late for snipes, so you can take/leave it, not mid-career.

    Could be some slow leveling, but I need to test this.
    Agreed on Death Shroud.

    It'd be alright if it were a normal PBAoE, because it's not that difficult to jump in/out of range for Cone/PBAoE once in a while, but with the PBAoE being a toggle, and with Night Fall having such a fast recharge for an AoE and having such a long, narrow cone, you're going to lose damage from the toggle just to use your other AoE.

    Mudpots works better in Earth, since both of it's AoEs are spherical and can be used point blank, and people STILL skip that. Few people are going to bother with Death Shroud.
  11. Quote:
    Originally Posted by _Malk_ View Post
    Yeah, this'll be the set that gets me into masterminds...
    QFT

    I've never been much a fan of the way MMs play, but for animal summoning... I'll make it work.
  12. Oathbound

    Dark Assault?

    Quote:
    Originally Posted by Machariel View Post
    I don't think it'll get Dark Blast at level 1. Elec Assault gets Charged Bolts, Fiery Assault gets Flares... they don't get the really solid blasts until their 3rd or 4th power pick.
    Dark blast is Dark's starter blast, and is identical in damage/end cost/recharge to Charged Bolts.

    Also, i22 beta is UP. Power list or the set is available. I'm still patching though, so I can't see it yet.

    From what I see in the feedback threads it's looking somewhat disappointingly as I predicted...

    Moonbeam: IN
    Death Shroud: IN
    Nightfall: IN (Yay or horribly conflicting PBAoE aura vs extremely narrow ranged cones! )

    I'll put up more specifics in a bit.

    EDIT: Power list from Beta:

    Dark Blast
    Smite
    Gloom
    Nightfall
    Gather Shadows
    Moonbeam
    Life Drain
    Death Shroud
    Midnight Grasp


    Honestly.... I HATE, hate, hate, hate, HATE waiting until level 26/35 for Life Drain on my Corruptors and Defenders, any those both have -other- means of self healing. Having Life Drain stuck in Dark Assault's tier7 slot (level 28) is quite frankly, Balls. I'd much rather they swap it with Moonbeam. (Or get rid of Moonbeam all together.)

    Anywho, that's what the feedback thread is for.
  13. Oathbound

    New Grav Tweaks

    Quote:
    Originally Posted by Oliin View Post
    Yea, KD is a very low mag KB effect.

    Now it's been a while since I played my grav controller, but I don't recall there being any sort of direction of force with wormhole. There's just a particle effect, they teleport, then they appear where you want with another particle effect and go flying back. Don't think it would look terribly bad myself, but that's obviously just me.
    I suppose other than the arm thrusting motion, it's not that obvious. The idea of it seems, to me, to be more: Form wormhole behind mobs>Push them through it.

    Quote:
    Originally Posted by Oliin View Post
    Mostly I suggested KU instead of KD since a part of the reason Arbiter Hawk gave for not wanting to make the power do KD was for thematic reasons and KU is still throwing enemies around (visually speaking):
    I just flat out disagree with Arbiter Hawk. I think KnockDown would still keep the overall feel, and make the power easier to use/less annoying to teammates.
  14. Oathbound

    Dark Assault?

    Well, Dark Assault was mentioned as a mix of powers from Dark Blast, Dark Melee and Dark Armor. The only power from Dark Armor that makes sense would be Death Shroud.

    Also, every Assault set who's theme has a sniper (Fire/Electric/Psi/Energy), gets the sniper. Moonbeam is, sadly, very likely to be in the set.

    So, given that my prediction is:

    Dark Blast
    Smite
    Gloom
    Shadow Maul/Night Fall
    Gather Shadows
    Life Drain
    Moonbeam
    Death Shroud
    Midnight Grasp

    Which means it'll have fairly poor AoE, but they may be considering that the trade off for having a self heal.
  15. Quote:
    Originally Posted by Snowzone View Post
    Could this be the Dark Control Pet?

    Good God I hope so.



    Edit:
    Quote:
    Originally Posted by Tater Todd View Post
    I could get all funky with this and pick up Phase shift, and just phase out when I shift the baddies so I can hurt them.

    This should work. I tested it out a few months ago. I phased out and was able to actually buff Phantom Army...it was wild.
    I don't think this would actually work, apparently the workaround that makes this power functional is that the toggle basically targets a pseudo-pet, because it's anchor needs to be in the same phase as you.

    If you phased after activating the toggle, you'd no longer be in the same phase as your anchor, and the toggle would drop because it lacks a valid target.
  16. Quote:
    Originally Posted by Techbot Alpha View Post
    And it looks like the wolf is getting into the Darkness control set, because I don't remember being able to target the passive pet with stuff;

    Ooooooooooooooooooooooooooooooooooooooooooooo..... .

    Who's a good boy? Who's a good boy? You are! Yeah you are! Yeah you are! Who wants to eat the bad guys? You wanna go eat em? You wanna? Yeah? Yeah?

    GO GID EM!

  17. Quote:
    Originally Posted by NecroOmNomNomicon View Post
    Or I guess maybe they could bring the total number of just about any other type of powerset in the game up to par with the number of melee sets... hahahahahaha... I can dream...
    Fixed.
  18. Quote:
    Originally Posted by B_Witched View Post
    so impact is...uh ...containment?
    Yes/No/Maybe/Sorta-Kinda.

    Impact will work on a mob even if the hold doesn't take effect (Say because of PTOD), though it won't deal as much extra damage as Containment would have and is -only- applied by Grav's holds, not any other control type (because it's only the holds in Gravity that give -KB).

    It might be nice if they went through and added the Impact flag to the powers in other powersets (Such as the immobilizes in Fire/ice/et all), since they prevent KB just as much as Gravity's hold.

    Other Controllers/Doms of any type can enable another person's Containment, it'd be nice if other Controllers/Doms could also enable your Impact with the powers of theirs that also disable your KB.
  19. Quote:
    Originally Posted by Paladin View Post
    Love the costumes, but I'm disappointed at what looks like a trend: limited unique pieces for male characters, with significant proliferation and unique pieces to female characters. While I can appreciate the precarious situation the costume team is in with the uproar caused by the Gunslinger pack, the problem wasn't that there were unique pieces on both sides but that the themes weren't consistent.

    Please, begin to make unique parts for both sexes again under consistent themes. Between this Chinese Dynasty and the Sash/Carnival Costume packs, things are heading down the other extreme with just as passionate resentment building for those of us who value our male characters.
    Quote:
    Originally Posted by Zyphoid View Post
    This covers my feelings in a much more constructive way than I would have put it.

    Also I love the Chinese costumes!
    I feel more or less the same way, though honestly I'd be happy if there was just a male version of the Female hat and bracers. I mean the hat doesn't even really look particularly feminine, and I much prefer it's relative simplicity to the gaudiness of the Male's helmet.

    Really, that's all it'd take. The rest looks to be a version of the Bolero, a Tops with Skin option, and a Bottoms with Skin option, which men get access to none of, so really All I'd ask was or access to the two female pieces that men *could* actually wear (within the CC's categorization) to balance out that females get *Everything* that males get.
  20. Oathbound

    New Grav Tweaks

    Quote:
    Originally Posted by Oliin View Post
    I think they like the knocking people around aspect of Gravity so that's somewhat unlikely. Maybe we could persuade them to change it to a knock-up effect instead of kb.
    See, Knockdown is still a knock effect though. It's just knockback, for a very, very short distance.

    If anything I think knockUP would be worse than KD for the feel of the power. The direction of force is horizontal, having the knock effect be vertical would just look weird.
  21. Quote:
    Originally Posted by Arcanaville View Post
    Unless Arbiter Hawk is using the wrong term, Targeted AoEs require a target and Targeted Toggles anchor on the target until detoggled. An example of a Targeted AoE toggle would be Enervating Field.
    Yes, I know, but it's not the same thing as a ground targeted (Location) effect (pseudo-pet), which it seems like some people are assuming it is.

    It's the word "location" that's questionable here, Location (to me at least) implies ground targeted, which there's no indication new DS is. It's just an enemy targeted AoE, same as it already is. It's just a toggle now instead of a click.
  22. Quote:
    Originally Posted by recalx View Post
    this dimension shift change is a horrible idea.
    Grav is a great pvp disruption set partly because of dimension shift.
    Making it into a targeted location based AOE essentially makes it worthless in a pvp situation.
    Where does it say anything about it being a LOCATION AoE? He said it was going to be a Target AoE toggle.

    Arbiter Hawk said:
    Quote:
    This power is now a Targeted AoE toggle. It will phase and immobilize everything within its sphere of influence, and can be sustained for up to 20 seconds. Enemies who move into the radius after the effect has begun become immobilized and phased. If the power is toggled off before its maximum duration, affected targets become un-phased shortly thereafter, allowing players to functionally control the duration of the phasing.
    There's no indication that the radius is around a location, instead of just around your Target.

    Quote:
    Originally Posted by Snowzone View Post
    What I would do with Dimension Shift:

    1) Give it -KB. This would mean you can safely plant things inside.
    I don't think this would actually work. The Knockback from Wormhole hits when the power first lands, it's just delayed. The phase effect wouldn't be applied to them until afterwards, so the KB effect would already be on them, even if it doesn't take effect until after the phase does.

    Unless I'm mistaken, that just means they'd get KB'd after they phased.

    Edit: It's the same reason why you can still be mezzed by an attack after activating a phase shift power. All it takes is for that power to "hit" you with a delayed effect before you activate the phase.
  23. Quote:
    Originally Posted by Schismatrix View Post
    With most enemy phase powers intangibility enhancements increase magnitude, not duration. Slotting Intangibility allows the power to affect higher rank critters. IIRC Detention Field can even be used to phase AVs after slotting for it. Is Dimension Shift different?
    Looking at City of Data, (Controller) Detention field is mag7.45, Dimension Shift is mag3. So it's not looking like DS will be very effective against AVs.
  24. Quote:
    Originally Posted by Arbiter Hawk View Post
    Right now we're not planning on changing the knockback to knockdown in Wormhole. The KB actually synergizes really well with the new Dimension Shift, since you can grab a bunch of enemies and throw them into your Shift's sphere. I also just think the power feels/looks a lot cooler as "throwing enemies around with gravity" rather than "dropping enemies somewhere else with teleport", which keeps it much more in Gravity's kit. The scatter effect of the KB is easy to contain with environment if the player desires to contain it, and if they don't, the stun duration is long enough such that it's still a very effective control power.
    All in all I'm quite happy that additional changes are being made to Gravity, but I've got to take exception with the bolded part.

    The knockback is absolutely irrelevant to the synergy between Wormhole and Dimension Shift, and in fact can be anti-synergistic.

    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.

    Honestly, I've said it many times before, I wholeheartedly believe that knockDOWN would still be enough to maintain the "feel" of Wormhole, without hampering it's use as the PRIMARY control power for the set.
  25. Pretty much, yeah. In order to make water powers look watery, they end up being very graphically intensive, and would basically require running Ultra-mode. Something that a large enough portion of the playerbase can't do.

    Essentially, to add water powers they would have to raise the minimum requirements to run the game, when you start doing that you end up cutting into a portion of your paying customers.