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I laughed when I saw it was retaining its 100% kb chace.
I laughed really hard when I saw it still has 1.4x base acc
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When I first saw the patch note, I said "holy [censored]", out loud. Best lvl 4 attack, ever. -
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Any new update on Mids Hero Builder yet? I spent like 40 mins to respec my Gra/Icy last night and I was totally frustrated for some reasons.
So Power Bolt is 6s attack now? And Power Blast is 8s? And Power Burst is 10s attack?
Man, now I want to make a Gravity/Energy for pure range attack.
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bolt = 4
push = 8
blast = 10
burst = 14
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Oh, Power Push is a ranged attack?!!! I've tried Blaster's /Energy for a bit and I thought Power Push is a melee attack? I've never tried Enegy Blast or Energy Melee.
Oh man, /Energy is packed with heavy heavy hitters than. You can easily make an all-ranged Dom without gimping too much.
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I go over this in my new guide, but it's not done yet (I'm moving, gotta be out of the house by Monday).
Push's buffs make it THE premier attack in /Energy. It now fills the role Bone Smasher once did, being in Smasher's old tier, albeit on the Ranged mods. With it in your build, an all-ranged attack chain is easy to do. Energy is no longer defined by its melee, although its melee is still great. I find myself falling back on all-range chains when my health is low.
It's funny how BS got bumped up a tier, but still got knocked off its throne by a weaker, more reliable power. I use "weaker" in the strictly technical sense, though, since Push is a monster now. -
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I think Fire/ isn't the best fit because of hot feet and the imps not going well with knockback.
Similarly, with earthquake and ice slick I am not so sure about Earth/ and Ice/.
All of Gravity/, Mind/, and Plant/ don't have anything in particular that would mind the knockback.
I think it is something you have to consider now that power push is your single best DPA attack, because it has 100% knockback.
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It is worth noting that Grav has -KB in their hold, while Mind and Plant do not, so if you want to use that -KB in between holds for holding bosses, Grav doesn't have that capability. -
Energy after the buff blooms very early and has great single-target damage, but it's not top-of-the-line. If you want pure damage, the highest damage Dom secondary is probably /Fire. Energy's more of a versatile set, like /Ice, where it has good damage and good secondary effects (Especially in the new damaging Power Push) but isn't the best at anything. Energy has crappy AoE, though, so if you want that, again, Fire is the set to go for.
On the other hand, Power Push's Knockback doesn't work against Bosses that have any Grav mezzes on them, so keep that in mind if you want to use that to hold bosses. -
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It's not just 'quite good' - it's a flat-out *amazing* attack now. It's more powerful than the old power blast was, has a 40% accuracy *bonus* - no missing at low levels! - and guaranteed knockback. It's like someone took a standard 8 second recharge blast like subdue or lightning bolt and gave it a massive accuracy boost and a powerful secondary effect. Not to mention that it's an extremely quick animation for such a good attack - it is the best DPA attack in energy assault nowadays. Anyone who skips the new version of power push is straight-up insane.
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Um, crazy.
With all the other changes did Energy Assault really need a FOURTH single target ranged attack? Are Defs and Blasters gonna get a similar change?
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If we didn't have Push as a damaging power, it'd be hard to get a full attack chain going. Even at 50 with Hasten there are sometimes a few gaps in mine. -
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You obviously have not been reading what most of us were complaining about... it was the higher endurance and slower recharge in most of our secondaries that we feel nerfed us. The damage is liveable.
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Just jumped on to try one of my doms out. My impression so far is:
*wheeze* *GASP* *wheeze* can't... breathe... *gasp*...
Out of END entirely ESPECIALLY in domination mode. It now seems that entering Domination is a great way to make sure you drain your end bar as fast as possible.
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That must be playstyle then, because Domination doesn't increase end costs. >.> -
While I don't object to buff canceling, there should be an option to not show others' customized colors, sort of like a "mute button" for that player's effects. If we have an option to not show ANY other players' colors, then we'll have the problem of turning off everyone's colors just because of one guy, and even though that's better than nothing, what a drag it would be.
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Looking over the test forums I only find reference to /Psi getting a buff to it's AoE (as if it needed it), but no reference to any changes to /Energy.
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The only power in /NRG that did not get buffed was Power Boost. Power Push got Bone Smasher's old damage values (1.64). Bone Smasher and Power Blast both got bumped up to Power Burst's old tier. Whirling Hands has Footstomp's range (damage is almost unchanged, Scale 1.1 instead of 1.0), and Power Burst received Sniper Blast's old damage values (SB got bumped up to Total Focus damage). Total Focus even does more damage.
Power Bolt got buffed to Power Blast's old tier (1.32), but was rolled back to normal to give /NRG one filler attack for finishing weak mobs. -
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So not only has their ranged mod been increased but their snipe damage been drastically bumped.
So.... Are snipes worth taking now or are they still not worth the set up time?
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IMO they are still not worth it. The part that screws them is the fact that they are so sensitive to you having been moving 3 seconds ago. If you could just stop and then use them, it'd be no big, but thanks to lag making the server think you're still moving, they're not worth it. -
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Looks good on paper, but would either be redraw hell, or a coding nightmare, either way seems like fun.
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Why is every good idea a coding nightmare? -
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* Energy Assault / Power Bolt: Reduced this powers damage scale from 1.32 to 1.0, reduced its recharge from 6 seconds to 4 seconds and reduced its endurance cost from 6.86 to 5.2.
* Fiery Assault / Flares: Reduced this powers damage scale from 1.0 to .878, reduced its recharge from 4 to 3 seconds and reduced its endurance cost from 5.2 to 4.37.
* Psionic Assault / Psionic Dart: Reduced this powers damage scale from 1.32 to .84, reduced its recharge from 6 seconds to 3 seconds and reduced its endurance cost from 6.86 to 4.37.
* Psionic Assault / Psychic Shockwave: Increased Max targets hit from 10 to 16.
* Thorny Assault / Impale: Increased this powers damage scale from 1.32 to 1.64, increased its recharge from 6 seconds to 8 seconds and increased its endurance cost from 6.86 to 8.53.
* Thorny Assault / Thorny Darts: Reduced this powers damage scale from 1.16 to .84, reduced its recharge from 5 seconds to 3 seconds and reduced its endurance cost from 6.03 to 4.37.
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^^ Today's patch to test
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I was kind of starting to get used to having a really strong T1, but then again, not having a filler attack to finish off sliver-health mobs with was a big pain in the [censored]. I like the change. -
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Excuse my ignorance...what is HTTT??
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It's an all-Dominator Villain Supergroup on Pinnacle named Hold Them Touch Them. -
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This doesn't not help the overall performance. You took a smooth running sleek AT, and tried to turn into a slow playing end heavy AT.
Taking the damage bonus away from domination and giving a weak overall damage bonus still cuts down on the overall potential of dominators. Overall performance is degrated.. when the overall performance is degraded that is not a buff in my book but a nerf.
Saying you are going to give powers a damage boost then making it barely noticible in comparison. Then increasing recharge time so having to wait on powers and an costing and arm and a leg to cast... Doesn't sound like a buff to me.
I move through a very fast and rapid damage over time attack chain. Continuous DPS is the key not this ohh I hit a little harder and now lets wait for the power to come back.
Making the AT go from a fast moving hard hitting AT to an AT that has to take rests and breaks.
Like putting a monster truck engine in a racing car.. it does not work.
You can put a dress on a pig but it doesn't make it any less of a pig. You can say buff all day long but this is is a nerf of dom's overall potential.
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I'm an /nrg, so I wouldn't know what you're talking about. >.> Yes all the powers are slower and cost more but it's manageable and Relentless now feels like Vicious did thanks to all the damage. They didn't just buff the attacks, remember, they buffed our AT mods too. That means damage buffs mean more on top of us doing straight up more damage. My dom plays faster than ever now.
I never did get permadom, though. -
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o/
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Hey Vidzie, better dust off that old Mind/Energy guide. I have a feeling people are gonna be reading it again...lolz
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Way ahead of ya. I've started revising it and I'll probably release it shortly after I15 goes live.
Man, all that PvP advice I originally wrote is worthless now. Oh well.
New guide will be more concise, have a bit of comical RP, and will go over PPPs. I may cover IOs, but I'm still not very knowledgeable on that subject. -
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Pfft, I was running /Energy in HTTT before it was cool.
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_Everyone_ who ran /Energy in HTTT ran it before it was cool.
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Power Push is the new hotness.
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I wonder if it will be so obviously overpowered that the Devs will get right on this problem and nerf it 4 years later.
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That got a laugh out of me. I admit it.
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Me too. -
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I think that was with regard to PSW and psy scream only.
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Correct. Those two powers are supposed to be using Melee_Damage instead of Ranged_Damage, but that change did not take place. Fixed today, get tossed into a build Soon(tm) and reaches you guys shortly thereafter.
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So... if we have Ranged already slotted... when this goes live.. are we going to be forced to use melee instead?...
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Not at all. All it means is that the powers on test are currently using a lower damage modifier than intended. Nothing else will change. -
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/eng is the clear winner in this round of changes.
I actually hope its t1 blast stays at 6 seconds because it has 4 st ranged attacks, 3 of which are available by lvl 10!
All the other sets need their t1 at 4ish seconds or else require such high recharge to build good chains, or you have to resort to using control powers from your primary at attacks (which is fine for grav and mind, but not so much for everyone else).
As I predicted in the i15 dom buff thread /eng came out smelling like a freakin rose from these changes.
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One of the big complaints about /energy was that it didn't become functional until 38. With the changes, it becomes functional early on, and it might be the new set to go for if you want an all-ranged character. -
Okay I know I already evaluated the changes, but after playing with them some more, I have now reached different conclusions.
Power Bolt: This power is now freaking awesome. It almost feels like the damage of old Power Blast was under Domination. Slot this sucker up, it's gonna last you all game.
Power Push: SEXY. The damage is great, it has a powerful secondary effect, and it's so accurate that it needs fewer slots to be good. Out of the box, this thing is as accurate as a power with a level 45+ common IO. All the extra acc it could need is a dual-stat IO.
Bone Smasher: I lied about this feeling the same in my last assessment. This thing hits like a freaking dump truck now. Pretty much, if you see a minion that has around half health, either this or Power Burst will finish it off.
Power Blast: This power used to be the one you used if Bolt was not enough to finish off the mob, but it only had a small amount of health left. Now it's a very good attack. It feels kind of like it has the damage of old Power Burst.
Whirling Hands: Its damage is actually no longer crap because of Soul Drain. Yes I lied about that too. If you use Soul Drain right before you fire this sucker off with 3 mobs, you're looking at 1/3-1/2 of a +2 mob's HP, and it has Footstomp's range, which is almost twice as much as it had before. Imagine what it'll be like with a Kin now. Great when used with Dark Obliteration to follow it up.
Total Focus: You will one shot any minion that's +1 or lower. Any higher and it'll be weakened enough that even Power Bolt seems like overkill. Great for bosses.
Sniper Blast: Still too damn cumbersome to be an attack. My old ruling stands. Great damage, but then again every other power got better too. It would be worth taking if you didn't have to hold completely still for a second before you could click it.
Power Burst: Insanely powerful. 2-shot minions with Bone Smasher or Power Blast.
Even certain Soul Mastery powers are much better than before. Dark Consumption, I have found, is now a useful power because it's an end drain power in the set with Soul Drain. Soul Drain is sexy. Dark Obliteration offers a great 1-2 punch for Whirling Hands. Soul Drained WH > DO leaves most minions weak enough to be finished off by any attack. -
I'm still floored by how much damage /nrg does now. I'm 3-shotting +2 Minions with RANGED attacks, not even using Power Burst in some cases. With Total Focus, I can 2-shot +2s by finishing off with Power Bolt. I can 3shot +2 LTs with TF>BS>PBurst. This is amazing. Oh and don't even get me started on what happens when you use Reds. Reds now beef you the F up. I've been impressed by how much WHIRLING HANDS does when you use reds. These buffs are Fing awesome. I still can't wrap my head around the idea of Doms having the second highest ranged and melee mods in the freaking game, but wow, there it is.
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Ditzy sufferred horrible injuries in a rock climbing accident in the Davis Mountains on June 5th of this year. Her repelling partner failed to secure a pin and she plummetted 800 feet into a dry ravine.
Please pray for,Ditzy. She is comatose!!!
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I was shocked to read this, unreal that she is still alive!!...may there be swift swift healing for her, Southern.
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If thats a joke (which it probably is) its not funny.
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poor taste aside, i'd rather it turns out to be a joke.
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Yeah, no kidding. It would be an awful joke but at least it would mean no one fell 800 feet and went into a coma.
Assuming it's not, though, I am glad to hear she is at least alive. Here's hoping she recovers quickly. -
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I was excited about the changes the minute Castle posted them. I used to not like the idea of removing the bonus from Domination, but after I thought it over, maybe that's just what we needed. I didn't say anything because no one else seemed to agree. >.>;
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Needless to say, removing it was a MUCH better solution than reversing it. (That is, doing less damage IN Domination)
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If THAT had happened I would mutiny. What we got is a great change. -
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Now that the change is on test. Was it really the doom /nerdragequit that we had in all the other threads? Aside from the endurance costs and longer recharges it plays quite well come paired to live server. To me it makes all the difference. Its enough to make me actually spend more time on those toons as well as spend money for IOs on them now that they are worthy to get them since they do damage now.
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I was excited about the changes the minute Castle posted them. I used to not like the idea of removing the bonus from Domination, but after I thought it over, maybe that's just what we needed. I didn't say anything because no one else seemed to agree. >.>; -
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Power Push: Increased this powers damage scale from .4 to 1.64.
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Holy [censored].
[/ QUOTE ]I just love this attack now. Its so worth getting compared to what it was before.
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Yeah, no kidding. It's basically old Power Blast with a powerful 100% knockback, +40% base accuracy, and a faster animation. It's one of the best attacks in the set now.