StratoNexus

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  1. Quote:
    Originally Posted by Pitho View Post
    Fighting one of the new freakshow bosses (forget what the name is, but they use electric control), the lack of recovery debuff protection still hurts.

    Every other set that gets one of those protections gets the other as well (dark armor, stone armor, elec armor, invuln, although invuln doesn't get much of it). Still, nice to have something the set didn't have before.
    It is odd to me that it only gets the one.
  2. Quote:
    Originally Posted by Pixel View Post
    It's been a looooong time since I've activated Burn. How's the radius and activation time?
    8 Feet, a bit longer than 2 seconds.
  3. While I am glad CM has a shorter animation, I have to say I loathe the choice of animation it got (to be clear I loathe it for CM, I love it for SB). Hopefully, Castle's new thread about alternate animations will inspire a CM alternate, sooner, rather than later.

    I actually really like the old animation, raise hand at target. I just wish raise hand at target took 1 to 2 seconds instead of 3 to 4 seconds.
  4. StratoNexus

    Km/fa

    Quote:
    Originally Posted by Iggy_Kamakaze View Post
    PS+FE+Burn

    just doesn't sound right
    On my Kat/Fire, FE + BU + Caltrops + Burn + Lotus Drops has always been good, and the new version has not displeased me in the least so far. I look forward to PS+FE+(some single target attacks)+Burst+Burn.
  5. The scrapper version does not hit the caster, but it does look like the initial tick is also auto-hit.

    The blaster version appears to be doing more damage than it "should" on the initial tick, although the DoT is the same on all 4 ATs, since they all still summon the same pet.

    With perma-rage and modest Fury, a SS brute using Burn will pretty much consistently get better mileage out of Burn than almost any blaster could hope for. I am not saying its a bad power for blasters, just that its better for brutes and scrappers (and that is assuming the bug where it damages the user gets fixed, otherwise its way, way better for the armored ATs).
  6. Quote:
    Originally Posted by Death_Badger View Post
    I have no problem with the kb hole. The main problem I encounter on fire due to its lack of avoidance is end draining and slows.
    Well, a few issues a go they added slow resist to temp protection (although its pretty small) and this issue they added end drain resists to Consume.
  7. Darn. I thought the release date was tomorrow. Now I lost a free respec.
  8. I agree with BillZ. It really comes down to fury vs. crits, although the modest survival vs. damage differences could play a factor.

    This thread made me really want a Claws tanker though.
  9. Quote:
    Originally Posted by Bill Z Bubba View Post
    Freeze Ray and Bitter Freeze Ray are holds though, aren't they? I have no idea how holds are supposed to affect a power's damage value.

    KB, on the other hand, doesn't appear to affect a power's damage value. Granted, I haven't looked at this too closely, it was just something that jumped out at me while I was playing my grav/ene dom.
    Controls of all kinds have frequently affected a power's damage value. Clobber and Cobra Strike for example. Even Knockout Blow originally had no/low damage, IIRC. Repulsing Torrent, from a brand new set, even has lower damage than it should by the formula; I have to believe that is because of the knockback.
  10. Quote:
    Originally Posted by Bill Z Bubba View Post
    Power push is properly balanced for recharge, end, damage in dominator energy assault. It is not, however, balanced at all in energy blast.

    Dom: .82 smashing, .82 energy
    Defender: .2 smashing, .2 energy
    Blaster: .13 smashing, .13 energy
    Every blaster set except for Rad and Fire have an extremely low damage single target control power. Fire, of course, has none at all and Rad's control is also it's big hitter.

    It would be interesting if all the blaster single target controls got the Clobber/Cosmic Burst treatment. Tesla Cage would be much more awesome if it also did decent damage.

    Imagining Freeze Ray dealing scale 1.2 damage...
  11. StratoNexus

    Consume

    Quote:
    Originally Posted by Mr_Body View Post
    The Devs have the final say if any changes are made, but I still think end cost will be an issue to lowering the recharge enough to make a real difference.
    That is interesting and might be an issue if they reduce the recharge down to one minute to match Power Sink. If they reduce the recharge to two minutes, I think it's a definite non-issue.
  12. StratoNexus

    Km/fa

    I am working on a build for my new scrapper. I want to focus on +recharge and + damage. No purples at this time.

    I slotted Boxing, thinking it might be nice to have, but I do not think it's vital. The APP does not need to be Soul, I am unsure where I want to go in the higher levels APP wise.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Focused: Level 50 Magic Scrapper
    Primary Power Set: Kinetic Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Hero Profile:
    Level 1: Quick Strike -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(3), C'ngImp-Acc/Dmg/Rchg(7), C'ngImp-Acc/Dmg/EndRdx(39), C'ngImp-Dmg/EndRdx/Rchg(46), T'Death-Dam%(50)
    Level 1: Fire Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(17), ImpArm-ResDam/EndRdx/Rchg(36), ImpArm-ResDam(43), S'fstPrt-ResKB(46)
    Level 2: Blazing Aura -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/EndRdx(3), Sciroc-Acc/Dmg/EndRdx(13), Sciroc-Dmg/EndRdx(15)
    Level 4: Smashing Blow -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(5), C'ngImp-Acc/Dmg/Rchg(5), C'ngImp-Acc/Dmg/EndRdx(7), C'ngImp-Dmg/EndRdx/Rchg(39)
    Level 6: Hurdle -- Jump-I(A)
    Level 8: Healing Flames -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(9), Dct'dW-Heal/EndRdx/Rchg(9), Dct'dW-Heal(15), Dct'dW-Rchg(37)
    Level 10: Repulsing Torrent -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(11), Posi-Acc/Dmg/EndRdx(13), Posi-Dam%(40)
    Level 12: Power Siphon -- AdjTgt-Rchg(A), AdjTgt-ToHit/Rchg(21), RechRdx-I(37)
    Level 14: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(40)
    Level 16: Plasma Shield -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(17), ImpArm-ResDam/EndRdx/Rchg(37), ImpArm-ResDam(43)
    Level 18: Burst -- C'ngBlow-Acc/Dmg(A), C'ngBlow-Dmg/Rchg(19), Oblit-Dmg/Rchg(19), Oblit-Acc/Dmg/Rchg(25), Oblit-%Dam(34)
    Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod(21), P'Shift-EndMod/Acc(23)
    Level 22: Consume -- P'Shift-EndMod/Rchg(A), P'Shift-EndMod/Acc/Rchg(23), P'Shift-Acc/Rchg(34)
    Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(31)
    Level 26: Focused Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(27), Decim-Dmg/Rchg(27), Decim-Acc/Dmg/Rchg(29), Decim-Build%(46)
    Level 28: Burn -- Oblit-Dmg(A), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(31), C'ngBlow-Dmg/Rchg(31), C'ngBlow-Acc/Rchg(45)
    Level 30: Boxing -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/Rchg(36), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(50), C'ngImp-Dmg/EndRdx/Rchg(50)
    Level 32: Concentrated Strike -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(33), Mako-Acc/Dmg/EndRdx/Rchg(33), Mako-Dam%(33), C'ngImp-Dmg/Rchg(34)
    Level 35: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Rise of the Phoenix -- Numna-Heal/Rchg(A), Numna-Heal/EndRdx/Rchg(39)
    Level 41: Dark Blast -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(42), Decim-Dmg/Rchg(42), Decim-Acc/EndRdx/Rchg(42), Decim-Acc/Dmg/Rchg(43)
    Level 44: Shadow Meld -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(45), RechRdx-I(45)
    Level 47: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(48), ImpArm-ResDam/EndRdx/Rchg(48), ImpArm-ResDam(48)
    Level 49: Temperature Protection -- ResDam-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- ULeap-Stlth(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Critical Hit
    Level 2: Ninja Run
  13. Quote:
    Originally Posted by Seraphael View Post
    9. Fallout Mutation: Self Rez, Special (Mix of Mutation and Fallout)
    Want. Even if it is not a blaster that gets it.
  14. Quote:
    Originally Posted by UberGuy View Post
    Hm, if the updated Mids is to be trusted (all I can check currently) you're correct. I'm not sure where I got 30 seconds from.
    Dang. I was hoping you were right and I just missed a patch note.
  15. Quote:
    Originally Posted by Civility View Post
    Not having the KB res doesnt matter for 90% of the game because its not common to encounter much KB above mag 4, but the instances where it does happen is where it matters most: Like the STF or other AV situations.
    I just ran a STF with my Kat/FA scrapper. Getting sent flying occasionally was the least of my concerns and that is despite the fact that our team left the blue tower up while we killed Recluse. I got knocked back, I ran back at Recluse. No big problem.

    The fact that I had a blinky red health bar was much more disconcerting.
  16. Quote:
    Originally Posted by UberGuy View Post
    Consume is now +5% recovery per foe hit for 30 seconds, enhanced by slotting, on top of the 20 +end fer foe.
    Is the duration on the recovery buff really 30 seconds? It was only 15 seconds the last time I played with it (and I am pretty sure the blaster version was 15 seconds as of Saturday the 14th).
  17. While I can very happily play my other blasters, defenders, and corruptors, the sound Energy Torrent makes when it hits a big spawn is very pleasing to me.
  18. Quote:
    Originally Posted by Silas View Post
    Burn has had a 5 target cap for all ATs for a long, long time. Unfortunate throwback to the crippling nerfs Burn had.
    While Burn has only hit 5 targets per tick for a long time, each tick could hit different targets. When something died, Burn was no longer "wasting" damage on the dead thing, instead it started damaging something else.

    You could drop a burn patch and have two near dead enemies only eat up a small portion of Burn's damage. Now, if two near dead targets are hit by the initial tick, a fair chunk of Burn's damage is going to be "wasted".
  19. Quote:
    Originally Posted by Wanted_NA View Post
    Nah that was fixed a few patches back.
    What was fixed? If you are referring to the auto-hit and self-damage of the first tick, I can assure you that, as of Saturday, August 14th, the blaster version of Burn was not fixed.

    Edit: And because I had to check, on the blaster version, the initial tick is still auto-hit and still hits the caster as of two minutes ago.
  20. Quote:
    Originally Posted by Cyber_naut View Post
    LOL, so me saying that claws with shockwave and focus offers better mitigation than KM with its smaller cone aoe kb (and only a chance of kb) and its single target chance for stun equates to me being either 'monumentally ignorant' or 'lying'?
    You have convinced me you are not lying. Ignorant it is. Claws is a very good set. KM's mitigation is higher and not by a margin that is hard to see.
  21. Quote:
    Originally Posted by Largo View Post
    Has burn switched from being a pet that you set at your feet to a true PBAoE? I wonder if Ignite will receive the same modification? (I hope not, at least initially)
    Burn is still a pet you drop at your feet. It also still has a decent DoT component. However, a lot of its damage has been moved to an initial hit right as you place the power (and its currently bugged so that initial strike is auto-hit and it hits you too).
  22. Quote:
    Originally Posted by MunkiLord View Post
    Of all the proposed changes, I like this one the least. The strong taunt aura of AAO is one of my favorite things about the set and I would be a sad munki if it were changed.
    I have gotten quite used to being able to rely on my Shield companions keeping aggro off me. I would be sad if they lost that.
  23. Quote:
    Originally Posted by Another_Fan View Post
    That is pretty much the way many TFs are going now. STF would have that but ghost widow makes large amounts of melee less desirable.

    Citadel,Manticore, Numina, ITF are all being run in a similar manner and I have seen Master of Khans virtually soloed at high speed by tanks the team being mostly superfluous except for the final encounter.

    Its not a really good situation for the game. I have to think the HVMs are an attempt to devalue speed tfing but that is a little like Ben Tre destroying the game to save it.
    Actually, I find the experience to be very rare. Most people run slower than I want to go and most people do not want a TF to be played by one or two peeps on the team. I want to go fast, but I want to go fast together (mostly, splits happen at that speed, but splits are different than having 6 people wait for 2 people to play). I have no problem with speed runs, but I prefer it when they are whole team speed runs.

    However, I was not telling that story to try to indicate that there is a problem where people are frequently relegating squishies into non-players. I do not think that is happening frequently. People seem quite happy to have blasters and while most teams do not bother to protect them very well, most teams do have a tank of some sort and simply letting them go in first is usually barely enough protection. I was simply demonstrating that I undertsand when you say that blasters have limitations that armored ATs do not have, while I was also stating that those limitations are frequently not a big deal.
  24. Quote:
    Originally Posted by Another_Fan View Post
    Read what I said. Specifically the blaster paper AOE advantage is undercut by other limitations. I didn't say can't I said they don't get as much out of them. When you start talking about having to pull and team to use them effectively, it only reinforces the point.
    When he said pull, I am pretty sure he was talking pulling an entire spawn in order to gather them up, much as you were saying a scrapper would do in order to cause spawn collapse.

    Teaming is not actually seen as a disadvantage by most people. Therefore most people don't consider the fact that you may need a team as a limitation, since they were going to have a team anyway. I understand your point though and will tell a story to illustrate.

    I logged onto a level 46 Fire/Fire/Force blaster I felt like playing and joined a LGTF. At one point, as the team formed up, I asked if they wanted me to switch to a scrapper or tanker. They said, "No, a blaster is perfect." Once we started the TF, they started running a speed LG. They spent precisely zero time buffing and the brute on the team ran to the end room. The rest of us were waiting at the beginning. Then in the second mission they started employing the same tactics and I kept up for two rooms, but rikti mezzing gets a bit much and the brute and scrapper were just charging at the EBs activating all the spawns in the room, but not actually aggroing anything. The leader then said, "Wait for x and x to get to the end room and TP the rest of us."

    I was left with two choices. Play "watch other people play" or leave the team. When I asked if they wanted me to get a scrapper or tanker, I wish they would have said yes.
  25. I think it would be a very good idea to go through the already existing animations and see which ones could easily be used with other powers. Mixing different animations with different effects has actually been one of the fun things I have done with demo edits.

    I want Super Speed to have a riding a motorcycle animation (complete with motorcycle, preferably). Super Jump could too. More flight packs and wings. More teleport effects (this sounds like a fabulous booster pack, vehicles, magic carpets, and other travel gadgetry).

    More sword effects for Fire Swords and Ice Swords. They don't even have to be swords, they could be other interesting shapes/effects.

    Blaze. While I like the current one, I'd also like something like the KM Body Blow.

    The Burst animation would be a great alternative for Fire Sword Circle combining it with the effects from Combustion (or maybe the FSC effects are already the same thing?).