StratoNexus

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  1. Quote:
    Originally Posted by PleaseRecycle View Post
    10 seconds of crash every 60 seconds, on the 60 seconds. To make matters worse, if you let rage lapse entirely for whatever reason you also get a big defense debuff.

    ....

    Build up is just a nice little buff that's there when you need it. Sets that have it are largely fine even if you aren't using it, and there's no penalty for its use. Is it as good as rage? Of course not, but nobody sacrifices anything to have build up.
    One could say every 80-100 seconds a rage user deals no damage.
    OTOH, someone with Build Up on a 40 cycle time has a 30 second crash where they suffer a 100% damage debuff and 20% to-hit debuff.

    I'll take the shorter, huge crash, over the large crash that lasts far longer and requires 2 to 3 times the animation time.
  2. StratoNexus

    Dark Blast

    Quote:
    Originally Posted by Rigel_Kent View Post
    Good luck finding a fast animating, decently fast recharging, ranged AoE, 100% chance to hard mez minions power in any blaster secondary, ever.
    I think I heard they put Dark Pit into Dark Manipulation...

    Frozen Aura maybe, some people consider sleep a hard mez, although I don't really think of it that way myself. It would be nice if Lightning Clap's chance to stun was 100%, Hand Clap is (and has a chance to stun Lts.).
  3. Quote:
    Originally Posted by Xanatos View Post
    axe control for controllers.
    So this reminded me of LotR Third Age console game. The dwarf has some cool controls, buffs, and "blasts" where he swings his axe around. It just made me laugh.
  4. Quote:
    Originally Posted by Grey Pilgrim View Post
    Your playing or not playing an AT isn't all that helpful in that context, either, so I'm not sure why you felt the need to post that.
    He was trying to be funny. For what it's worth, I chuckled and I expected people to misunderstand (which made me smile a bit wider).
  5. Quote:
    Originally Posted by Deus_Otiosus View Post
    Tankers have the advantage in that they have Gauntlet. Tankers specialize in mitigation, this does not make them the defacto specialist in holding aggro, nor should they have an Auto-Win level of aggro control.
    Indeed. This becomes very important when I am trying to take aggro off a tanker with my brute or scrapper and when some brute or scrapper is trying to take aggro of one of my tankers.

    People better start getting used to sharing aggro, because it is likely that the mechanic is going to appear in more than just the BAF and it is likely it may become truly necessary in future content. Aggro management never meant all aggro should be on one person and the game is finally making people understand that.
  6. Quote:
    Originally Posted by Techbot Alpha View Post
    Because words cannot describe the bowel churning levels of HATE I have for the Keyes Trial. Auto-hit half health pulse? Can't touch the AV at all until the final stage or you get even more blasted? In a game with this much AoE? Bloody Praetorians with their huge accuracy making defences all but utterly pointless? And less rewards comparitvely than the BAF and Lambda?

    Yeah, no. Never running Keyes again. Ever. It's like they looked at the sewer trial and ignored the team-based mechanics but remembered the +4 Boss/Monster/AV class enemies.
    I love the Keyes for many of the reasons you hate it. I just wonder why it has the same reward level. Posi has stated that people will run the easier stuff if it gets them the same rewards. Shouldn't Keyes therefore be more rewarding since it is harder?

    I think it should grant an Empyrean merit after the Reactor stage and then a second one after AM is defeated (both would be once a day). That would get more people running it. As it is, I find I am pulling teeth to form a team for this trial, so I believe many people feel the same as you. Most people in my SG love it, but we do have one person who feels like you, they did it once and now they never want to see it again (although they softened their stance the other day, I think its just because they don't like being left out when we all run it).

    People definitely want to avoid it, but I have also found that a lot of people, after running it, have said, "Oh, that wasn't as bad as I had heard." So the trial has likely generated a lot of negative word of mouth from bad first experiences, which is a shame, but likely unavoidable when you introduce something that requires this level of coordination. I guess they really can't release these with higher levels of reward, because we might find them far easier than they anticipated. Even Keyes, when it is coordinated, can be run with minimal death and pretty quick, so it is unlikely to get a reward increase.
  7. Quote:
    Originally Posted by Vanden View Post
    Post the data chunk, it's easier to work with.
    The Data Chunk is in the link that says Click this DataLink to open the build!

    Here is a quick revamp. Check this guide out if you have not already.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Mutation Tanker
    Primary Power Set: Invulnerability
    Secondary Power Set: Super Strength
    Power Pool: Fighting
    Power Pool: Flight
    Power Pool: Speed
    Ancillary Pool: Energy Mastery

    Hero Profile:
    Level 1: Resist Physical Damage -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(3), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-ResDam(11), S'fstPrt-ResDam/Def+(37)
    Level 1: Jab -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(29), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(50)
    Level 2: Temp Invulnerability -- RctvArm-ResDam/Rchg(A), RctvArm-EndRdx/Rchg(5), RctvArm-ResDam(5), RctvArm-ResDam/EndRdx(11)
    Level 4: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(13), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/Rchg(15), Dct'dW-Heal/EndRdx/Rchg(15)
    Level 6: Haymaker -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9)
    Level 8: Unyielding -- RctvArm-ResDam/EndRdx/Rchg(A), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam(17), RctvArm-ResDam/Rchg(19)
    Level 10: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(21), Mocking-Taunt/Rchg/Rng(23), Mocking-Acc/Rchg(34), Mocking-Taunt/Rng(48), Mocking-Rchg(48)
    Level 12: Boxing -- Dmg-I(A)
    Level 14: Tough -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam(19), RctvArm-ResDam/EndRdx(21), RctvArm-ResDam/EndRdx/Rchg(42)
    Level 16: Air Superiority -- Dmg-I(A)
    Level 18: Fly -- EndRdx-I(A)
    Level 20: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(25), LkGmblr-Def/EndRdx(25), LkGmblr-Def/EndRdx/Rchg(33)
    Level 22: Knockout Blow -- C'ngImp-Dmg/EndRdx/Rchg(A), C'ngImp-Acc/Dmg/EndRdx(27), C'ngImp-Acc/Dmg(29), C'ngImp-Dmg/Rchg(31), C'ngImp-Acc/Dmg/Rchg(31)
    Level 24: Invincibility -- LkGmblr-Def(A), LkGmblr-Rchg+(31), LkGmblr-Def/EndRdx(33), ToHit-I(33)
    Level 26: Resist Energies -- RctvArm-ResDam/Rchg(A), RctvArm-ResDam/EndRdx/Rchg(34), RctvArm-ResDam(36), RctvArm-ResDam/EndRdx(50)
    Level 28: Tough Hide -- LkGmblr-Def/Rchg(A), LkGmblr-Rchg+(34), LkGmblr-Def(36)
    Level 30: Hasten -- RechRdx-I(A), RechRdx-I(37), RechRdx-I(37)
    Level 32: Rage -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(39), AdjTgt-Rchg(39), AdjTgt-ToHit/Rchg(50)
    Level 35: Unstoppable -- Aegis-ResDam/Rchg(A), Aegis-EndRdx/Rchg(40), Aegis-ResDam/EndRdx/Rchg(40), RechRdx-I(40)
    Level 38: Hurl -- Thundr-Acc/Dmg(A), Thundr-Dmg/Rchg(42), Thundr-Acc/Dmg/Rchg(42), Thundr-Acc/Dmg/EndRdx(43), Thundr-Dmg/EndRdx(43), Thundr-Dmg/EndRdx/Rchg(43)
    Level 41: Foot Stomp -- Erad-Dmg(A), Erad-Acc/Dmg/EndRdx/Rchg(45), Erad-Acc/Dmg/Rchg(45), Erad-Dmg/Rchg(45), M'Strk-Acc/Dmg/EndRdx(46), FrcFbk-Rechg%(46)
    Level 44: Conserve Power -- RechRdx-I(A), RechRdx-I(46)
    Level 47: Physical Perfection -- P'Shift-End%(A), P'Shift-EndMod(48)
    Level 49: Resist Elements -- ResDam-I(A)
    ------------
    Level 1: Brawl -- Dmg-I(A)
    Level 1: Gauntlet
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(27), EndMod-I(36)



    Code:
    | Copy & Paste this data into Mids' Hero Designer to view the build |
    |-------------------------------------------------------------------|
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    |-------------------------------------------------------------------|
  8. Quote:
    Originally Posted by PleaseRecycle View Post
    As for SS, there are no doubt many ways to technically alleviate the crash, but for my part I'll never try the set until rage is completely redone simply because it looks way too obnoxious between the constant recast and the even more constant debuff. I wasn't saying the set was bad, I was pointing out what I consider a parallel between a potential case against scrapper SS and a potential case against scrapper claws.
    Do you use Build Up?
  9. StratoNexus

    Defenders Damage

    Quote:
    Originally Posted by Garent View Post
    A level 50 AV regenerates 95 hp per second.

    Defender dark blast can put out more damage than that without interface before even factoring in their primary if they take electric fence.
    He was talking about GMs. I am not sure what Paladin's regen rate is, but I suspect it is a lot lower than the number I used to generate my Diamagnetic value (I think I used the stats for a lvl 50 GM and Paladin is a lowbie lvl GM). But even Paladin has higher regen than an AV.

    Quote:
    Originally Posted by Auroxis View Post
    Once you pull the lore pets out, Kinetics is the key. Unless you refuse to use lore pets, in which case you have no right to ask for more damage.
    I want more defender damage for levels 1 to 37. Lore pets are not gonna help me much.
  10. Quote:
    Originally Posted by Arbiter Hawk View Post
    Glad to see you’re enjoying the new Lore pets! Black Scorpion and myself made an explicit effort to get the various Lore Pet sets fairly close to each other in terms of DPS – there shouldn’t be any one set that’s bounds better than the others. Along with ensuring that the new Lore pets were all competitive with the old sets and with each other, we also determined that the IDF pets were doing significantly less DPS than intended, and the damage and recharge of their powers were adjusted accordingly in i20.5. It’s great to hear that many of you are taking Arachnos, Phantoms, Spectres, and others for concept - that’s what we set out to enable!
    I love the new Lore pets, so many more concepts are available now.

    I do hope you continue to monitor the Lore pets performance. I know from experience the Warworks is bounds better at DPS than the Seers, although they may be the extremes and that may be the range you are looking for (the Warworks seem to be nearly twice as damaging as the Seers).

    I also think some of the buff/debuff pets could use some tweaking as a few pets really seem to underperform in the buff/debuff area (and one plays very strong, IME).
  11. StratoNexus

    Defenders Damage

    Quote:
    Originally Posted by Scirion View Post
    Actually... No, it wouldn't. That would be the T3 Diamagnetic Interface (100% chance for -Regen) speaking. Pre-Interface, on the exact same build (and several others... I've been working at this for quite some time now), Dark Blast (on a Defender) cannot output enough damage to counter the remaining regen after Transfusion alone.
    The Diamagnetic is not making a huge difference, but it may be enough to push you over the top (although at 35 minutes, I suspect you could actually make the kill without Diamagnetic and would be better off with Reactive).

    Against a GM, Diamagnetic should be reducing the regen by about 18 HP/second. Reactive will blow that away just from the DoT and then add even more thanks to the -resistance.
  12. What I want is /Katana for blasters. I'll make a DP/Katana blaster in a heartbeat and I'll redraw all day long. You can make TA/DP, so the precedent already exists.

    Electric/Katana would be fabulous as well!
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    Hey, that's half the reason I haven't had the heart to complain lately. Titanic Weapons really flipped my view of the game clear upside down, and with the latest proliferation announcements, I'm considering having my Fanboy ID renewed
    I heard it costs 10 Empyrean merits to unlock Titan Weapons... each time you want to make a character with it.

    I couldn't resist.
  14. Maybe they could add a store to blueside (or just expand the Arena vendors to be a full service store).
  15. Quote:
    Originally Posted by Bill Z Bubba View Post
    Yes, they could. I certainly don't have room for it in my build but I could self-nerf in order to get a power to make up for that which exists in the other SR config.
    Rather than a new power, I'd rather they add an IO that would proc taunt for aura powers. I'd love to put one into Hot Feet and/or Blazing Aura on my blaster.

    You could then add the aura to scrapper Evasion, but have it do nothing, unless slotted with the taunt proc IO. That would kind of be odd and I don't see it happening, but I think it would be nifty.
  16. Quote:
    Originally Posted by Dechs Kaison View Post
    Again, I'll get back to you.
    If you like blasters, but at the same time your gameplay experience can be heavily influenced by numerical analysis, I recommend NOT looking at the numbers. Do not compare blaster damage to scrapper/brute damage if it might influence your playing of the AT. Me, I don't care. Blasters are flat out my favorite AT (although defenders and scrappers come close). I liked them in I5, I9, I13, I18, and even still love them (I liked my blaster in I3, but by I4 I had hit the late 20s, and it was getting very bad for me). Even after they totally altered my beloved defiance in I11, I still find them amazingly fun.

    But I can ignore facts and numbers.
  17. How many red inspires did you try using?
  18. Quote:
    Originally Posted by Lady_of_Ysgard View Post
    Hassen....I HATE to say this since I'm not even a PvP person...but before Issue 13 launched, Positron stated that they were going to have PvP as one of their primary focal points from then on...

    NORMALLY I support the devs, but this statement from Positron about being 'committed' to bringing about a NEW feature related to a minority portion of the playerbase when the last time he made a similar statement the followup was a bunch of nothing that the vocal PvP crowd will be all too pleased to remind people of over and over again...in their forum signature sometimes...
    I think he meant it when he said it. Then no one was playing PvP, so it likely stopped making sense to focus on it.
  19. Quote:
    Originally Posted by Arcanaville View Post
    Also, RTTC specifically is not a good example for other reasons which I have suspicions about but are a bit murky because the devs won't discuss the design specifics of RTTC (but Tankers know what I'm talking about).
    He he. We call it "willing the enemy away from you" in my social circle.
  20. StratoNexus

    Yes yes yes!!

    Quote:
    Originally Posted by Shadey_NA View Post
    I don't know how happy most teams will be with the new Night Torrent (or whatever they call it). Tents have no -kb component that I'm aware of, so knockabout will abound.
    Another concern is will the kb be 100% like Torrent. With Nightfall you usually have to step back to get everything into the area you just tent'ed, so you can imagine the combo if Nighttorrent isn't 100%. tent/step back/Nighttorrent/kb some of em... then what? Might be a big ol mess.
    While I love KB, I really do not like most AoE immobs. For some reason, Tents bothers me the least, I think its because of the cone shape; tents rarely immob the enemy in a horrible spread out fashion. That being said, KB + an AoE immob can be the worst possible combination. Scatter them with no chance for them to re-collapse. It's likely this won't be a big issue since most enemies will be dead, but the devs should keep it in mind as they playtest the set.
  21. Quote:
    Originally Posted by Dechs Kaison View Post
    But they can't do as much damage as the blaster.
    I agree with the person who said the following.
    Quote:
    Originally Posted by Dechs Kaison View Post
    Forgive me, but I'm not going to believe a statistic like that without seeing the research behind it.
    Quote:
    Originally Posted by BrandX View Post
    Having looked, yes, I can see Scrappers tending to out ST DPS a Blaster. But out damage? Blasters tend to have way more AOE.

    Or are you comparing low end blaster to high end scrapper/brute?
    My Apples to Apples comment earlier was attempting (and obviously failing) to indicate that you compare high damage blaster sets to high damage melee sets and mid tier blaster sets to mid-tier melee sets. Frankly, you could just do a full list and see where they all fall. Theoretically the top should be dominated by blaster combinations, but I do not think it would be. I think the very top would have some Fire Melee and DM, then maybe Fire/Elec blasters, etc. Some blaster sets would be in the top tier, but a lot of melee sets will be mixed in as well.
  22. Quote:
    Originally Posted by BrandX View Post
    Really? I thought it was enough a bump that it looks to be up there as one of the top survival sets.
    You are the 2nd person I have seen indicate a possible ranking for new EA. How do you people do this without having actually seeing anything about the new set but vague descriptions?
  23. Quote:
    Originally Posted by Dechs Kaison View Post
    With dual build functionality these days, every blaster would do well to have a solo build that maximizes their survivability and an all out damage build that relies on melee teammates to take the brunt of the attacks.
    And every scrapper/brute should have a dual build too, one where they focus on damage and the other where they focus on survivability... Oh wait. They can have one build and get both those traits. Hmmm. Well at least dominators are still like blasters... oh wait, they have high damage and survivability at the same time too.
  24. Quote:
    Originally Posted by Dechs Kaison View Post
    Every time I see this brought up, everyone seems to ignore the real survivability that blasters have. They have a lot of control powers in their tool box, defensive powers in their epics, and let's not forget range itself is a means of survival.
    Ironically, using those controls and range itself will significantly lower a blasters damage output. People always use the best chain possible when showing blaster damage output and then fall back on them not using their melee attacks and using their low damage control powers for survivability.

    Meanwhile, Clobber gets buffed to be one of the best Mace attacks and Screech and Stunning Shot remain low damage. Ice Melee Frozen Aura becomes a fantasitc damage power (on the most survivable AT in the game) while Ice Manipulation Frozen Aura deals ZERO damage on the damage specialist AT.
  25. Quote:
    Originally Posted by Dechs Kaison View Post
    We know you're thinking blasters, and yes, they already do more damage than other, more survivable ATs.
    They do? Apples to apples?

    Fire/Elec blaster compared to SS/FA Brute?

    Elec/Nrg blaster compared to WM/WP Brute?

    I feel like blasters do tons of damage, but I am not sure it is a lot more than other, more survivable ATs.