Oathbound

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  1. Now I have to figure out some way of fitting Blazing Bolt AND Inferno into my Time/Fire defender's build.... oy vey.
  2. Quote:
    Originally Posted by Bright_Tempest View Post
    Personally, I steer away from Confuses (yes, I have them. But they're layered on as a 'secondary' control to large mobs to ensure my/team safety). The thought of quickly confusing a mob and loosing XP because they're shooting each other in the face is just totally unappealing to me.
    Do keep in mind that you only have to do a small portion of the overall damage to earn the vast majority of the XP that would have been awarded for defeating those foes.

    It is a per defeat XP loss, however the increased kill speed more than makes up for it, netting an increase in XP over time.
  3. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Ah ok. In that case it's more about the DPA issue. Personally I'd have no objection to blast sets being given 20 second recharge blasts although as I mentioned above my understanding is that this is in general against the design philosophy of Blast sets. Arcana did somewhat addressed that up above but it still sounds like an across the board change is unlikely.

    Giving Blast sets in general 20 second recharge attacks would, IMHO, be an interesting way to buff Blast sets in general and Blasters in particular (since it would give them the option of a very strong single target alpha strike). In most sets this could replace the snipe and in Ice it could replace Bitter Freeze Ray. Pistols, Sonic and Water would be the outliers here since they lack either a snipe or a convenient power to change. One option would be to split the difference and make their third blast a 15 second recharge rather than ten second so they get a slightly stronger third attack to make up for the lack of a fourth.
    Dual Pistols and Sonic could have Suppressive Fire and Screech adjusted respectively, leaving only Water lacking. Water doesn't really have a power that could be converted into a direct equivalent, but Water Jet could be adjusted (by increasing it's base damage and removing/adjusting the lockout) to a degree to bring it up to par.

    I guess ultimately I simply don't agree with the design philosophy for blast sets. Melee sets are given high end attacks, when they're already paired with sets that provide survivability. Blasters (specifically) rely on damage as their mitigation, and yet their primary damage sets are intentionally hamstrung.
  4. Quote:
    Originally Posted by Sparkly Soldier View Post
    Oh, I always just figured it was since it's one of the very first powers available (though not *the* first, now that I look at the chart). Erm, I guess I should really call it a "mez just ended and I gotta get rid of that pesky mob fast" power.
    It's only the first two powers in the primary, for Energy Blast it's Power Bolt and Power Blast, and the first power in the secondary. (The three powers you could pick from at level 1.)
  5. Quote:
    Originally Posted by Adeon Hawkwood View Post
    A couple of reasons. First it would be the only blast set to get an attack that strong which kind plays with the balance. Secondly it would make it simultaneously the strongest attack in the set AND a hold which seems a bit to good. Thirdly my understanding from comments Arcana has made is that blast sets are deliberately designed to have lower DPAs than melee sets so giving them 15 second or 20 second recharge blasts would go against that.

    Now if all of the snipes were changed to straight attacks with a 20 second recharge then it might make sense for BFR to have a damage somewhere near the level it should be for a 20 second recharge attack but unless that happens I don't think it should be an outlier like that.
    I didn't really mean BFR in particular, but more "Blast sets in general" can't have normal 20second attacks. I agree that only Ice having it would be a terrible design decision.

    Though if Blast sets as a whole were adjusted to include higher end attacks, then I honestly think BFR would be the best power to adjust this way. Bitter Ice Blast (along with Blaze) is(are) already out of line with the majority of tier3 blasts. I don't think that increasing it's damage any farther would be at all reasonable.
  6. Quote:
    Originally Posted by StratoNexus View Post
    Technically, if the recharge was bumped to 20 seconds, the damage should increase. 20 seconds asks for a 3.56 scale attack.

    While BFR at 3.56 scale and 20 second recharge could work, I still think reducing the recharge to 14s for a 2.6 scale attack is the way to go.
    Curiously enough, Dominator Snipes were already changed to 20second attacks, with 3.56scale damage.

    Which means their only bonus for being interruptable is the added range... which is almost entirely irrelevant if you're in a situation where they could be interrupted.

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    So going back to my original point I wouldn't advocate making BFR a 3.56 scale attack that would be a bit silly. I would say drop the recharge and up the damage somewhat though. Maybe make it a 12-14 recharge time with a 2.12 damage scale (same as 10 second recharge attacks)
    I'm honestly somewhat curious about this sentiment. Why would it be silly?

    It's pretty typical for Melee sets to top out with a 20second/3.56scale or 15second/2.76scale attack. Why are Blast sets limited to (typically) 10-12second/2.12scale attacks?
  7. Quote:
    Originally Posted by GuyPerfect View Post
    Wut? Can I have Foot Stomp while flying then too? And Rooted?
    And Fault, and Fissure, and Stone Spears, and Hotfeet(activation), and...
  8. Quote:
    Originally Posted by Blue_Fenix View Post
    Totally torn between a Water/Storm Corruptor and a Storm/Water Defender.

    I expect I'll be happier when soloing on the Corruptor, thanks to the better damage scale.

    On the other hand, I already have a level 50 Corruptor (Fire/Cold), and Defender would have better numbers for team support, defense buffs (Manuevers+Steamy Mist), etc.

    Strangely enough, Dehydrate actually heals for more on a Corruptor than on a Defender. Not sure why that is.
    Quote:
    Originally Posted by Hopeling View Post
    Dehydrate, like Life Drain and most other self-healing powers, works off a percentage of base health, so Corruptors heal more than Defenders, and Blasters more than either.
    This.

    Defenders have 1017.4HP at level 50 so a 10% heal is 101.7HP, where Corruptors have 1070.9HP at 50 so a 10% heal is 107.1HP.
  9. Quote:
    Originally Posted by Oedipus_Tex View Post
    I hope someone is keeping a list of all the various things that supposedly "don't matter" in balance concerns according to this thread. I'm getting exhausted trying to keep track.

    Out of punch-drunk amusement though, I'm still awaiting word on what buff some people think Ice Slick needs, if Bonfire is going to stay as is.
    Hell, given that the argument made for the original control nerfs was to prevent players being able to render mobs "Completely incapable of fighting back, ever" and given that Bonfire +proc now does exactly that (except in special cases), I'd expect a complete reversal of all the control power Recharge/Duration nerfs if Bonfire is considered to be okay as is.
  10. Quote:
    Originally Posted by Primantiss View Post
    I personally go with Dark Mastery on my Time Fenders for Perma Soul Drain (its got a lower recharge than Soul Mastery), but you have to sacrifice Power Boost for that. So weigh what's more important you.

    Perma Soul Drain + Assault + Defender solo Bonus = huge damage bonus, all the time, its like playing a Kin with the mitigation of Time.. It's rather glorious.
    Hmmmmm. /ponder

    I might have to give Dark Mastery a try... I'd miss being perma-softcapped... but with the -ToHit from Time's Juncture I'd still be equivalent to softcapped vs anything within debuff range... and damage output really is his main weakness he currently has ~52% +Damage when solo, perma soul drain would push him up to ~170%... that sounds very nice. (Plus, Dark Consumption would help manage his endurance better).
  11. Quote:
    Originally Posted by Grendar View Post
    Actually, barring the horrendous recharge and the slightly lower accuracy (though I can't remember the last time I had any issues with accuracy post level 22, regardless of the power's accuracy modifier), Mass Confusion is better than Seeds of Confusion. It has a longer range, wider area, and doesn't cause aggro. SoC is only better because its recharge is short enough to be up for every pull, while MC is more of an every-other-pull power. Equalize the recharge in either direction and MC is a better power. Plant Control is still probably better than Mind Control is most situations, but its T9 isn't completely outclassed by Plant's T5.

    That's probably another reason why Dominators find Mind Control more palatable than Controllers, they tend to build much more heavily for recharge. Once you have the recharge down to 30 seconds or so you can have it up for every pull or so, and with a reliable mag 6 confusion you don't need to worry about trying to get it double stacked to stop a Boss.
    I agree that minus the recharge Mass Confusion is better than seeds... but ultimately it is the recharge that matters. If the recharge difference weren't AS big then I'd give it to Mass Confusion anyhow, but the difference is FOUR TIMES over. That's simply too large a hurdle for area/agro advantages to overcome in my mind.
  12. Quote:
    Originally Posted by Mr_Morbid View Post
    I'm fairly sure that Mr. G is in fact the Praetorion version of.......Agent G, a Faultline contact. Mr. G also doesn't appear to be old enough to be the Center, who is described by Viridian as being over 90.

    As far as Vagabond being Requiem I don't buy it, again for age related reasons. Vagabond may be getting on in years but he's not nearly old enough to be Requiem, who is over 100. The Dream Doctor's letter is the only information we have that there is a Praetorian version of Requiem. And frankly he hasn't been very forthcoming with details about much of anything.
    We already know that Primal and Praetorian counterparts can be of different age. Primal Shalice Tillman is over 80 years old, where Praetorian Shalice is only in her 20s, I believe (She was born during the Hamidon Wars).

    Additionally I believe one of the devs said/implied at one point that Praetorian Penelope Yin was somewhat older than Primal Penny... but then that was before Primal Penny turned out to be 5 years older than anyone else thought she was (I'm sorry but I'll still never quite accept that she was supposed to be 18 during the Faultline arcs).
  13. Quote:
    Originally Posted by WanderingAries View Post
    I'm pretty sure that this would make my (and others) "fire" toons rather perturbed as it would be like hitting the mute button on each attack so to speak. Fire just seems more menacing that Heat. What sounds more deadly, burning your hand in the Fire or scaulding your hand in the Heat?
    I don't get how it really makes a difference.

    It's an entirely meta change. It doesn't change your Fire Blaster to a Heat Blaster. Your powers and powersets are virtually untouched.

    You're still burning your foes exactly the same as always.




    Which, conversely, is exactly why I don't see the need to change it in the first place. It's an entirely superfluous alteration that has trivial effect at best on game play or enjoyment. Seriously, if you can suspend disbelief enough to let you "arrest" a purse snatcher with a battle axe, you can suspend disbelief enough to accept that hot water does fire damage.
  14. Oathbound

    New ATs

    Quote:
    Originally Posted by EtherealStar View Post
    I'd love more archetypes, but they would need to be special and warrant their own archetype. I wouldn't like new archetypes for the sake of adding new archetypes when they would be better suited to new powersets.
    Where I disagree. I would appreciate more archetypes that weren't specifically locked into certain concepts.

    "Generic" Archetypes, if you will. By not being as concept limited, it also means the Archetype could have a much broader appeal to the playerbase, meaning that if their intention is to sell it on the market (and to justify the cost of developing a new AT they basically HAVE to sell it) it would likely recover it's development cost much better (as more people might buy it).
  15. Quote:
    Originally Posted by Granite Agent View Post
    Amen brother. Voice of reason in a sea of hyperbole. Same thing on the itrials.
    First off, there's more than enough hyperbole to go around.

    Second, you keep using fringe cases of the few situations that control effects as a whole are not particularly useful to make blanket statements about it being just fine throughout the course of the entire game.

    Because it's not broken in a handful of situations that comprise a very small portion of the game, does not mean that it's performance is acceptable as a whole.
  16. You're going to want Stamina slotted. I'd pull one of the recharges out of Power Build Up, and you can safely drop one from Hasten, then put both of those in Stamina as level 50 End Mods.

    Chrono Shift's +Recovery bonus only lasts for 30 seconds (1/3rd of the time), so looking at your total recovery without keeping that in mind is going to lead you to have totally skewed expectations.

    I have Stamina slotted 2end mod plus the Perf +End, and the 45% tier3 Cardiac on top of that on my Time/Fire, and still burn through end like nobody's business.

    I'll admit that I don't have Chrono Shift slotted for End mod (5 slotted with Doctored Wounds), because I couldn't spare a 6th slot for the full set to get Efficiency Adapter's recharge bonus. Again, though, that recovery bonus only lasts a third of the time anyhow. (Note that Chrono Shift's +Endurance is not enhanceable, only its +Recovery is.)
  17. Oathbound

    New ATs

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    Probably. At the last coffee talk someone asked about new ATs and the response was basically that they had looked into it but had no plans to release new ATs at this time. So it sounds like if they were working on a Primalist AT it has been shelved for one reason or another.
    I, for one, certainly hope that that is not the case.
  18. Oathbound

    New ATs

    Quote:
    Originally Posted by Techbot Alpha View Post
    You mean that thing we don't know about and is rumour on account of people not knowing about it? *COUGH*
    *cough*indeed*cough*

    *cough**cough*

    I already have a ton of feedback I'm bursting at the seams to give on it, but alas "I don't know what any of you are talking about."
  19. Quote:
    Originally Posted by Flints View Post
    I have an Ice/KM Tanker (As well as 3 other Ice tankers) and took it out of Repulsing Torrent because it ruined how fun that power was, not to mention the KB isn't 100%. If you're needing to stick it into KM as an ice tanker you're probably doing something wrong. (Willpower I can understand due to low taunt mag, and stalkers because of how much KB lowers the DPS) so I moved it into Icicles.

    I rarely see it proc though, to be honest. I ran a farm I used to do and didn't see it trigger.

    May need to find a single mob who isn't going to die by leaving Icicles tick and watch my combat log/screen to see if it is actually triggering.
    I believe that's just by virtue of being a toggle.

    Like the damage procs, it'll only check every 10seconds. Because it's only a (what 20%?) chance to proc in non-KB powers, you're only going to see it fire off about every 50seconds or so per target.

    Honestly I don't think it's really worth it in toggles.
  20. Quote:
    Originally Posted by Crim_the_Cold View Post
    The problem people are having here is several people equate game breaking with kill speed. KD-Bonfire does not really help you kill much faster certainly not faster than a blaster(without it) or scrapper or brute can manage. In this case the people who are calling it game breaking are calling it that because it removes most of if not all risk indefinitely. You can fight at +4x8 with this and as long as you are careful and patient you will kill the spawns in complete safety at a steady pace. There are IO builds that let you do this but they involve a serious investment of time and effort to get. The are powers and power combo that do this but not all the time. KD-Bonfire does this with one power pick, 1-2 slots placed in it, and the KB2KD IO in it.

    It is gamebreaking because for a minor investment of time and effort it removes most if not all risk from any enemy that does not have KB pro regardless of their level in relation to yours and it will never miss. The fact that you cant kill as fast the farmer of the month does not matter because dps, dpa, or dpe are not what is broken here. What is broken is that versus any spawn in the game you are safer than an fully IOed granite armor tank so long as you are diligent in maintaining your bonfire.
    Well said.
  21. Quote:
    Originally Posted by The_Cheeseman View Post
    Why is Plant Control's T5 better than Gravity Control's tier... 1-9? (Obvious hyperbole)
    Hyperbole perhaps, but there lies a seed of truth within it.
  22. Quote:
    Originally Posted by Rowdy View Post
    I teamed with a Plant Dom the other day, and his Seeds of Confusion seemed to outperform my Mass Confusion consistently. From what I could tell, it was up every fight, had a pretty fast activation time and lasted quite a bit. It just seemed to outperform my T9 completely.

    Is there something I should know about Plant's confuse? Having access to such a great power, as well as terrific holds and a pet seems a bit OP. Now, if Plant has been deemed the bees knees of dom/controllers than i'll chuck it up as a design oversight and leave it at that.

    But, just curious as to why it's sooo good?
    Seeds basically is better in just about every way that really matters.

    Mass Confuse's benefits are that it's non-agro and a Target AoE instead of a Cone.

    Seed's benefits are that it comes WAY earlier in the set, has one fourth the recharge and higher accuracy.

    The argument most often made is that Mind Control minus Mass Confuse is still a pretty decent set, where Plant Control without Seeds of Confusion is pretty terrible. Personally I don't agree that Mind's all that great. It may have multiple forms of AoE controls, but they're not particularly good forms of control (Sleep/Fear).

    But even at that I think Seeds performs much better than it needed to for Plant Control to work, when relative to Mass Confusion. It should have had a 90s recharge and a duration of 22.35s (vs it's current 60s/29.8s). That would give it the same recharge as the AoE stun powers in other control sets, but still a longer duration and higher base accuracy.

    The problem is that changing it now would cause people to scream bloody murder.
  23. I'll probably make a Time/Water defender. I leveled a Water/Time corruptor to 41 on beta because I wanted to unlock the Water powers sooner, but I'm a defender at heart.

    Plus, Time Manipulation *cough*PBUFarsight*cough* has spoiled me.
  24. I'd still like to see color customization for kheldians one day.

    The idea that the entire race's powers have to be the same colors doesn't make sense, when different human characters can have the same powers as each other in dozens of different colors.
  25. The best knockback powers are those designed specifically for knockback.

    I will never like Damage powers with knockback or Control powers with knockback. The damage or control aspects make these powers that you want to use often, but having knockback tacked on means that their actual usefulness becomes highly situational.

    Force Bolt? A-okay.
    Torrent? Perfectly fine.
    Gale? Not a problem.

    Wormhole?