Maxzero
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Posts posted by Maxzero
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On 11/19/2025 at 2:48 AM, Arbegla said:
I ran some incarnate level (+7/x8) missions on test just to see if I could and I noticed that 1) Incarnate romans suck, but more importantly 2) The procs that I do have slotted seemed to do full damage on the mobs. I run the support hybrid so I wasn't able to test that specifically, but my degenerative interface proc worked wonders once I got the hang of fighting level 57 mobs.
Sure but there are also nerfs to 'base damage' to partially counteract the buffs from the level changes. How are THOSE changes going to work in Incarnate content?
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On 11/16/2025 at 3:30 AM, BRADICAL said:
When you look at it in broad terms, it's because of the way the purple patch works: bringing the T1/T2 pets up to even level without any adjustments to the base damage would result in an oppressively high DPS increase. Many Pylon times have already demonstrated that MMs would be dominating the proverbial charts if the changes to their even con damage output weren't made.
The trick, of course, is to make sure it impacts the leveling experience as little as possible, but I don't think we're in a situation where things are ever going to be a struggle against even con enemies, even if it is technically a nerf—MMs weren't suffering in that content and they still aren't (especially when considering the survivability buffs are still in effect at all levels), and now that we've reached a point where Pylon DPS is comfortably high the tradeoffs are worth it for the overall performance increase in situations where MMs have an exponentially worse time (in particular, accounting for the +5 spawns that can show up as part of this update, which is an important reason why the foundational changes to MMs had to go through).
Things will only get better when we start seeing more QoL updates on the table that dramatically improve the AT, like the universal accessibility to KB prot we have now that all pets can benefit from very early on; that simple change will be a significant advantage for MMs who slot it while leveling, and even a theoretical DPS improvement in a wide variety of situations given how prevalent KB is while leveling (and how difficult it used to be to account for that in a meaningful way outside of Clarion or team break frees).
Totally just my opinion, but even if people used to playing at +0 will take a noticeable hit in their performance, that performance was already so high that the worst thing these changes are really doing is bringing MMs more in line with the other ATs while still being very much on the high end of the scale. Powerset combos and playstyle depending, of course, but the logic is sound and the numbers seem to be lining up with expectations.
By that reasoning shouldn't MMs dominate Incarnate content already because their T1s and T2s get brought up to even con automatically?
To follow that up does this mean MMs are getting nerfed in Incarnate content since their pets are already even con?
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On 11/12/2025 at 2:15 PM, ScarySai said:
Problem is that it isn't that much of a marked improvement even in those situations, and for incarnate content they already get extra level shifts.
So it's just a sidegrade at best, it's weird.
MM henchmen being even con on itrials is fine but not in regular content. Since henchmen were already an even con in itrials does this mean these changes are nerf in this content?
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Also I am a bit surprised about how cautious you are about how you buff MMs so as to not make them OP.
Unless you plan on implementing some truly insane buffs you will never make MMs OP outside some niche scenarios (pylon bashing mainly).
Mechanically MMs have so many issues:
AI reliance
Minion durability
Minion micromanaging
AoE vulnerability (especially CC)
Pathing
Visual clutter
Minion movement speed
Collision detection
That they will never become mainstream meta.
You could double the baseline DPS and the majority will still play City of AoE.
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On 7/11/2025 at 9:15 PM, dukedukes said:
Pylons are equal level so you get full -res value. Pylons also have 87% regen resistance so anything doing -regen will be undervalued with these tests. It's an example of why pylons are not a perfect test, but it's something.
That 87% -regen resistance is innate to all AV level enemies not just unique to pylons. Its why -regen values are often around -500%.
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Being busy isn't an issue. You should always be constantly using abilities with any build. If you are standing/floating there not using any powers, then you are literally doing nothing, and then doing anything would be an improvement.
The problem comes if you have multiple power you want to spam on low CDs and they get in each other's way.
So Pyro/Marine works since only Whitecap is really spammed.
Pyro/Storm, on the other hand, is a bit of an issue since you want to spam Tornado, Freezing Rain, and Lightning Storm, which can clash with some of Pyro's spam.
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The overpower for extra magnitude is 8 seconds. The base Confuse duration is 15 seconds. If you are slotting it for Confuse (and why wouldn't you now?) its about ~30 seconds. Most fights are over before that plus now you have Spirit Tree as a AoE CC as well so you are no longer 100% reliant on Seeds.
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Chatting on Discord with Player-1 about the Creeper proc nerf.
Basically what happened is that the Vines attacks (melee and ranged) were proccing all procs, such as the 3 targeted AoE procs. So that was changed.
What that means is you still want 2 procs: the 2 in the slow sets (Ice Minstrel and Impeded Swiftness). Since the Creepers, Bramble Patch and both Vine attacks all slow/have a chance to slow on hit.
So you won't get 5x damage procs on everything but 2x damage procs on everything.
Its still a pretty damn solid damage power.
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On 6/11/2025 at 11:15 PM, Uun said:
Spirit Tree is much improved since Build 5 (the last one I tested) compared to the earlier builds. Now holds aggro pretty well and my attacks don't peel aggro away. It's also substantially sturdier. It works well as an opener dropped in the middle of a spawn before using Seeds.
For some reason Spirit tree now has 90% res all that slowly ticks down. By the time it despawned (like a minute later) it was at like 75% res all.
1600 HP at lvl 50 plus it regens health quickly due to the regen aura.
Basically short of the most extreme damage situations it is not dying anytime soon.
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Just a quick question since I am away from computer. If you proc up the aoe sleep with damage/confuse procs do you only get a proc chance on the 6 enemies that get targeted with the confuse?
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2 hours ago, Falchoin said:
Honestly still confused as to why AoE CC's in a CC set have a 240 sec cooldown baseline. Many blast set nukes have a 145-170 sec cooldown, do silly damage instantly *and* stun/hold at the same mag as the AoE CC's. What am I missing?
No you are not missing anything that's pretty much how it stands. AoE Holds are weak but we can't buff them too much or Controllers might actually CC something.
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A question can be asked is that if 4 min recharge it so long so that you needed to implement adaptive recharge maybe the recharge overall itself is too long? Wouldn't a 180s recharge be more reasonable considering how niche and franky under powered these AoE holds are?
12 seconds base with +10.5 seconds per target with a 180 max seems entirely reasonable.
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If we are talking about Controller inherent how about an improvement to crowd control?
My suggestion: instead of 20% of +1 mag to all CC, which is completely unreliable, how about 100% of +1 mag just on single target crowd control? Surely a Troller can CC a regular boss in one activation?
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Mate play how you want don't have to justify it to anyone.
I was just responding to the OP who wanted ideas about a speed running build for a Troller.
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On 6/4/2025 at 8:43 PM, Ukase said:
I have been beating my head into a wall trying to incorporate fold space and earth mastery into an earth/natty build. It can be done...but not by keeping my usual duo power pools of speed for hasten and superspeed, and leaping for combat jumping. I don't enjoy tp as a travel power. It's fine for wide open zones like the shard, or nerva or IP, but for zones like grandville, it's trash. (for me)
Also, I can't find a way to get fight or leadership into the build with Earth Mastery requiring fissure. I just don't think it's worth the effort to incorporate Fold Space into a build, particularly if you're going to be soloing. If you're teaming, you'd be relying heavily on team buffs to keep you upright, I think, depending on the difficulty of the content. Not saying it can't be done, but I don't think it's worth the tradeoffs.
Fold space really wastes about as much time as it saves on some teams, because the blaster that was going to nuke loses the targets to the scrapper who used fold space. Circumstances vary, of course.Fold space has to be built around. You need a defences that work in melee (so no softcap Ranged Def Hover blasting) and you need to keep next to the melee not hiding at the back.
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|5BxD+jENbf4JQykkTg1WF/Zfs|This is how I have setup my current Ill/Storm. It has Flash in preparation for the adaptive recharge changes. So I can Fold space enemies, AoE them down, then clean them up while PA/Spectral Terror/Flash keeps me safe.
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On 5/28/2025 at 2:28 AM, Riverdusk said:
Very cool idea and very helpful for solo/small team players. I'm a fan.
Only thing I'd ask along with this change is to also look at Illusion Control - Flash's animation time. One of the big turnoffs of even taking Flash for me has always been its 3 second animation time along with it being a melee PBAoE hold. A controller running into a mob and trying to use a 3 second animation time hold is a good way to get yourself killed.
I believe the only other PBAoE controller holds are fire control and ice control which have a 1 second and 2 second animation time respectively. Those are much more reasonable for the danger of going into melee to use them.
Yeah the idea of an emergency/opening power being melee range AND having a 3 second cast time seems counter intuitive.
Especially considering Flash has no secondary debuffs, damage or unique mechanics yet it takes 3x as long to activate as Cinders.
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If you are speed running then need to think about powers like Fold Space. The ability to bring a whole room into a nice neat pile in front of you does a lot especially for a AT like trollers who often don't have a lot of AoE to throw around and need to make them count.
Dropping a whole room onto a Freezing Rain for Tornadoes and Lightning Storms to smash down in seconds feels real good.
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On 5/4/2025 at 7:44 PM, ExeErdna said:
From what I played with it, IF it comes over here I think the big change will be how Pressure is built and how it's conveyed to the player. All because this control only "works" early game because you have Vortex first which helps a lot. Having Vortex in its standard placement makes this just bad to play due to the low damage since everything relies on Pressure. Thundergust is just a worse Gale unironically. That's gonna need to be looked at because for what it does that CD needs to be much lower.
Yes Thundergust that awful AoE power with access to 6 damage procs (3 x AoE, 2 x -hot, 1 x KB) with a 75% proc rate. A 30s CD is fantastic since with global recharge you can easily get that sub 10 sec. A 329 (a tiny bit more with Containment) damage AoE on a sub 10 sec CD. What a terrible ability.
Microburst another 6 proc AoE with a 90% proc rate and 90 sec CD
ST Hold with access to 6 damage procs
Multiple abilities with -hit or damage. The slow toggle does -hit -damage, the AoE Immo does -dam
AoE confuse on a 2m CD
The AoE hold also does damage, debuffs and is another proc monster thought they will probably give it Adaptive recharge and thus bleh
Pet is super tanky with good attacks and debuffs
The Clear skies +hit, +recharge +rec -endcost buff is just a bonus
The set is just straight up broken good. Its Symphony with better AoE and more debuffs.
I won't say no to more buffs though.
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5 hours ago, macskull said:
I still think it's a little weird that the stated reason Tankers didn't get Energy Aura was because it would be too good, but Tankers now get a better version of the set than any other AT.
City of Tankers baby.
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Short question: why is this still here?
Longer question:
MM henchmen are the only power that has certain aspects of it get weaker as the character gains levels. It can't be for balance reasons since in Incarnate content and Dark Astoria the level penalties are removed entirely.
Leveling speed seems fairly irrelevant but even in this case MM would hardly be flying even with the removal of penalties.
So can we just get this counter intuitive and needless mechanic removed?
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8 hours ago, Frosticus said:
exactly. I've never once cared about containment on any of my illusion trollers (cold and marine)
Which is why I appreciate the increased base damage of the power and the fact it has low containment damage is not of concern to me. Most bosses die well before the healback kicks in, not that it matters once you factor in all the +dam and -res, it's just not a consideration for me.
It's rare trollers get an early direct attack. The other 6 second options are lift and levitate. I personally prefer spec wounds over either of those, even with lift having been buffed with the distortion proc simply because the damage is so delayed.
It's fine at low levels sure but I find it lacks come endgame.
If you have nothing else to fill your ST attack chain fine but for me it's usually one of the first cut.
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4 hours ago, Wimbochismo said:
Blind is a mag 3 Hold which sets up Containment. It also happens to do a 2ft radius Sleep. If you mean easy access to aoe Containment, then in some of the secondary's mentioned there's powers like Liquefy and Choking Cloud.
Hold does not work on Boss or higher (without stacking) which is what you most want to CC.
2ft sleep? Come on man be realistic.
Illusion is designed around not having Containment.
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41 minutes ago, Frosticus said:
Maybe. It gets used a ton on my ill/cold/stone which is a st monster.
I'd like to have it on my ill/Marine/mace, cause brine is so so to spam against AVs, but it came down to that or the patron spider. I picked the latter. That choice weakens me in lower level content like penny Yin tho.
As for an ill/sonic I'm not sure what attack I'd replace it with, the power pool attacks are meh and you generally want 3 (at least) st attacks to make a chain.
Ironically Spectral Wounds is at its worst in Illusion. It's fighting with Blind over the Ragnarok proc and Illusion does not have the Containment to take advantage of the high base damage. It would be top notch in Earth Control.
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4 hours ago, Frosticus said:
Spec wounds is fine. The healback is a drop in the bucket. We still love PA and it has lots of healback that kicks in after 5 seconds vs 10.
I will take spec wounds over something like arcane bolt in a heartbeat. Spec wounds can slip into small attack chain gaps and the damage is instant hit compared to the corpse blasting of arcane. (As an example).
Sometimes you have to make build choices though. My ill/Marine dropped spec and ends up using whitecap and brine in my st chain. That isn't always optimal, but you only have so many powers available.
That's my point though, it is a low priority power that is easy to replace.
[FOCUSED FEEDBACK] Mastermind Archetype Adjustments
in [Open Beta] Focused Feedback
Posted
I mean lets be honest a Crabber or Illusion troller is a MM but with benefits.