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Glacier Peak

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Posts posted by Glacier Peak

  1. 11 hours ago, OldTimeRocker said:

    I hate that I missed your All Widow Strike Force!  Seeing that you were having it, though, I was inspired to roll-up my first ever Widow - I decided to go with Fortunata training. 

    I was shocked at how tanky that she is.  And add to that her damage & control capabilities, and it really makes her a powerhouse. She's a blast to play!

    If only I would have known sooner!  Without further ado, I humbly introduce you to "Jayelle"...

     

    image.png.5df521bafd775dba846ba4f5cc233f1c.png

    I missed the Widow run too! I meant to play my Widow...

     

    GW 0.JPGInfo.JPG

    • Like 2
  2. 1 hour ago, CrusaderDroid said:

    It doesn't need a tradeoff - that assumes that Medicine currently exists in a perfect state of balance. Medicine is bad. It'll be less bad after this buff, but still bad. I'm honestly baffled why you would suggest it needs a tradeoff when characters are worse off in general for picking it. The very least we can do is bump it up a bit so it feels better to use if we're not going to commit to a full blown rework.

     

    If you're still insistent on a tradeoff, I'd love to hear the practical applications of current Medicine in a build that make it powerful enough to merit that tradeoff.

    Thank you for attempting to answer my question about what would be the trade off if this suggestion were implemented. Saying the Medicine pool powerset is bad is a subjective opinion, which is appropriate given this is a Suggestion and Feedback thread. However, since the suggestion being made is to change the Medicine pool powerset, I am asking for an objective reason to quantify the change. I don't personally care whether someone feels something is good or bad, only whether the change is based on an objective and rational decision (i.e., it follows a design principle).

     

    And since you attempted to answer my question, I will in good faith attempt to answer yours. The Medicine pool offers:

    1. Aid Other: the opportunity to provide a single target heal to an ally when the primary and secondary powerset of the chosen Archetype does not grant such a power. It accepts Healing Invention Origin sets, which if desired can provide additional set bonuses that may be sought after, and can be made to provide a comparable healing value at lower levels to passing a teammate a Respite inspiration, when slotted for Heal. This could be a power choice beneficial to players interested in improving the survivability of their pets in early gameplay or as a power choice to slot Healing IO set bonus procs (much like Health from the Fitness pool). Players can already choose to remove the Interrupt period by selecting Field Medic, so that is an option if a player desires it. Adding additional range (more than doubling the range from 25ft) would put it at over half of the base range of the Single Target heals from Empathy (Heal Other + Absorb Pain) or Pain Domination (Soothe + Share Pain) all the while costing half the endurance of those powers
    2. Injection: the opportunity for non-debuff powersets to acquire a debuff power against an enemy or a non-buff powerset to offer a buff to an ally. The debuff applies a 15 second -10% ToHit, -10% Recharge Time Rate, and a -10% Damage, which can be coupled with a near capped proc-ability chance (87% chance to proc) of 5 of the 6 Invention Origin sets available to the power. That means Injection can debuff as described before, and do 187 points of combined Ice, Negative, and Smashing damage, and -55% recharge if slotting all -recharge procs, (assuming a player adds five slots to Injection for all these procs). The ally Status Protection can also stack with each application
    3. Aid Self: the opportunity to, much like Aid Other, provide a self heal when the primary and secondary powerset of the chosen Archetype does not grant such a power. It accepts Healing Invention Origin sets, which if desired can provide additional set bonuses that may be sought after, and can be made to provide a comparable healing value to consuming a Respite inspiration, when slotted for Heal. It also grants the player resistance to stun effects. There is synergy when a player chooses to select Field Medic as well, which provides an unenhancecable long duration (though only 8.1 seconds) endurance gain over time. For players who select a powerset without a self heal, this power grants additional resiliency by recovering from damage taken during combat quicker. This power is slightly weaker in terms of healing value than the temporary power available from the S.T.A.R.T. vendor which is not interruptable, however, it is enhanceable, recharges five times faster, and grants the user additional benefits when used with Field Medic.
    4. Resuscitate: the opportunity to provide a single target resurrection to an ally when the primary and secondary powerset of the chosen Archetype does not grant such a power. It accepts Healing Invention Origin sets, which if desired can provide additional set bonuses that may be sought after. This power has a rather long activation time (7.33 seconds), which to me implies it was designed to be used after cessation of combat as opposed to Resurrect from the Empathy or Pain Domination powerset pools, or even the Resuscitator temporary power from the S.T.A.R.T. vendor. It fully heals (100%) of the ally's health when used, as opposed to 30% health with the temporary power Resuscitator. 
    5. Field Medic: the opportunity to provide a 25% increase in healing strength* on self for 60 seconds, in addition to permanently removing the interrupt in Aid Other and granting the aforementioned boost to endurance on Aid Self. This power increases the healing strength* for all other healing powers, not just the Medicine Pool powerset.  It allows players to channel their knowledge as a Field Medic to become a more effective healer.

    Those are the practical applications of the current Medicine Pool powerset. Players are welcome to find the right situations where choosing the Medicine Pool powerset will enable them to achieve their desired objectives more efficiently, or however they wish to measure their activity - whether that be performance or their enjoyment of gameplay.

     

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  3. 42 minutes ago, CrusaderDroid said:

    The tradeoff is you had to spend a power pick on one of the least essential things in a team.

     

    Once we're past that, multiple support ATs can pick up AoE heals that very quickly put single target heals to shame, which is all Medicine gets. There's really no reason to shoot out Medicine's kneecaps like this when its specialization is already very weak by nature.

    The opportunity cost will persist whether the suggestion is implemented or not. It persist across all pool powers. So that's not a trade off, that's a design principle. 

     

    What's the trade off of implementing this suggestion with the design formula for single target heals and self heals. 

  4. What's the trade off? If not interruptable and the range increases, shouldn't there be a trade off that increases the endurance cost or increases the recharge rate based on a design principle? Like keeping in mind this is a pool powerset and it should not be better than a primary or secondary powerset by design. 

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  5. You can have 15 accounts running at once assuming all servers are under the specified population limit and your computer can run that many. It's mostly memory intensive at that point. 

     

    As to whether it's good or bad? I'm happy it's possible and the devs made an effort to accommodate such things. 

     

    Edit: I'll add that I think it's poor form to do so in a team environment if it's not explicitly made clear ahead of time and teammates are okay with it. 

  6. For some reason I thought I shared my "all-purpose" build, but if not, and it helps you with your build decisions, please feel free to take a look. I've played this character through every story arc in the game, though I'm happy to admit I am still learning how to play it even to this day.

     

    V1_Corruptor (Ice Blast - Cold Domination) - Glacier Peak.mbd

     

    Attack rotation (assuming debuffs from Infrigidate, Benumb, Sleet (Perma), Heat Loss are applied against Single Target enemy) is generally Aim, Build Up (with Gaussian Chance for Build Up Proc), then Bitter Freeze Ray, Freeze Ray, Bitter Ice Blast, Ice Blast. It is a clean rotation if you get Hasten perma'd (my build + Base empowerment increase attack rate temp).

     

    Ice Elemental is perma, adds a decent amount of damage and the way it's slotted, the Soulbound Allegiance: Chance for Build Up Proc goes off every other attack, sometimes twice. This contributes nicely to solo runs against AV/GMs or in a team environment. 

     

    I like using Bitter Freeze Ray in the rotation as a heavy hitter - the animation time does not bother me. Another option is to take Dominate, Char, or Soul Storm then slot Freeze Ray, Bitter Freeze Ray, and one of those three previously mentioned powers with the Lockdown: Chance for Mag 2 Hold and Devastation: Chance for Hold (Mag 2) then slot for Acc and Mez to do some really great lockdown, even on +4 Bosses. 

     

    Edit: To your question on your build - it looks fine to me for an all-around build. You've got decent damage mitigation and you'll contribute to a team environment decently enough whether you choose to focus on attacking, debuffing, or buffing. 

  7. Since the addition of Ice Mastery from the last page update, it's got a bunch of treats an Ice/Cold build benefits from. I would've preferred a resistance shield instead of a defensive shield, but the +Max HP heal, Build Up, and Ice Elementsl pet won me over from Psi Mastery. 

  8. 31 minutes ago, Snarky said:

    So I am trying out a dominator now.  i have this dark dark dom all situated.  the costume, hand colored every power.  dark, evil.  

     

    oh, and the domination power?  looks like a unicorn crapped on my head....

     

    why is an "villain" archetype set up with this pretty pretty princess affect color for their signature archetype power.  which cannot be recolored?

    Dollface would like a word with you. 

    • Haha 2
  9. 3 hours ago, 50caltech said:

    temp pets or tradeable? account only trade? etc?

    The Mini-Pets are permanent and can be acquired by opening the Time Capsules. They can be awarded as a rare drop or by using 10* Anniversary Tokens at Luna. You can find them in the Beneovlab Vendor or in the Hologram Matrix accolade power.

     

    Spoiler

    image.png.def55492ee1dd83e75da17fa3b32d1fd.png

     

    As noted in the above patch notes, Anniversary Tokens are tradeable on the Auction House.

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  10. Good stuff, time to test!

     

    9 hours ago, The Curator said:

    Open them for prizes and nostalgic encounter enemy encounters; You might even encounter rare enemies from the distant past!

    This sentence could be cleaned up before publishing.

     

    Further Edit: I noted on Gold Standard the temporary power grant for Stamina mixed up with Tank Signature Summon, which is fixed in the next patch. All other testing consisted of an hour of opening Time Capsules in Atlas Park, which netted 20 Anniversary Tokens total. All purchases through Luna worked as expected. Nothing further to report (unless testing is needed to verify Time Capsule spawns match Winter Event present spawns in other zones).

  11. 3 hours ago, TrixieKixx said:

    4/27 - Ice Mistral (Level 35-40 - Red Side - St. Martial) - All Ice Team (one of your powers must be ice) / Icy Costumes

    Put me down with my namesake:

    Glacier Peak 🧊 Ice/Cold 🧊 Corruptor.

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  12. It's a binary issue. Either the enemy has endurance and attack or they don't and can't.

     

    I think Homecoming should've thrown in a purple patch addition of res to -recovery, instead of making endurance drain do nothing to AVs. That way the -recovery could mean something and bypass resistance to -recovery given enough effort, while balancing the explicit secondary effect of some powersets who's whole purpose is to provide a mechanism to mitigate damage. 

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