Championess
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It's the ability to slot the achilles and gladiator fury -res procs easily in their attacks.
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I have 5 variations of EM stalkers with different armors. My EM/Bio hits stupid hard above the others and has real good survivability. I don't have a Stone armor but I hear its good offensively too. Understand that Bio is on deck to get some toning down so you may be better off with Stone. All the mentioned armors are good in their way but if its offense you're looking for Bio or Stone will be the ones you want.
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I've had a Marine TP enjoyer teammate teleport into my living room by accident before it's that good. As for buffing TP further no thanks. Maybe we can buff Super Speed some more so it doesn't feel like you're a granny with her walker in comparison to TP.
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Hardmode TFs - Confuse Protection
Championess replied to brass_eagle's topic in Suggestions & Feedback
Yes you are reading too much into the talk about the non-notify taoe confuse that recharges every 2:30ish minutes and overlooking the suggestive talk about a 'pbaoe' confuse. Which who cares if it notifies all the targets you just hit with it the power would be back up in 15s, well enough time to apply another round of control over them so they never can break out for that notification to ever matter, or they're dead and you can do the same to the next mob. Cheap powers being cheap tactics ruins it for the more legit similar powers. Good try though. -
Hardmode TFs - Confuse Protection
Championess replied to brass_eagle's topic in Suggestions & Feedback
Yeah it's a reasonable position to have due to the on/off nature of some of these controls. It just sucks that the known culprits are the things that cause some things to get over adjusted for. I don't disagree with him that some powers can trivialize things so much more than your standard already OP powers. Perma impervious tanky pets, permanently flapjacking enemies because of a single enhancement, or turning the wicked damage these enemies do onto themselves especially every 15s are all abilities that were a smidge too good that really shown out well on this content. These are pretty cheap tactics though I'd have liked to see the powers team address these powersets first as they now have, though I understand the apprehension as some of those aoe confuses didn't get as harsh of a nerf as it probably should have and now there's more quality ones of the like. So I don't see just reverting as the way to go but I do think some things could be done to make it more attractive to bring actual control into one of these aside from bringing characters with much higher damage potential that also have Char or Ice blast holds. -
Hardmode TFs - Confuse Protection
Championess replied to brass_eagle's topic in Suggestions & Feedback
No worries I could tell we were getting under each others skin. Being called a liar will do it for me. I needed a breather for a second there. 😜 -
Hardmode TFs - Confuse Protection
Championess replied to brass_eagle's topic in Suggestions & Feedback
From page 3 with Aeon to page 4 with ITF the patch notes higlighted under the difficulty setting there's a big call out of additional required mag for confuses and knockdown where there wasn't with the introduction of Aeon. Certain 'exploitable' behaviors it looks like were adjusted for with next 4 star. I surely was instantly confusing mobs except the EBs if I hit them on Aeon prior to ITF when it was live. -
Hardmode TFs - Confuse Protection
Championess replied to brass_eagle's topic in Suggestions & Feedback
Never said you did. I take it was because you saw how well aoe confuses did on these, particularly Plant's. -
Hardmode TFs - Confuse Protection
Championess replied to brass_eagle's topic in Suggestions & Feedback
I do say though beyond all of this I appreciate these that you and the team put together @Cobalt Arachne. -
Hardmode TFs - Confuse Protection
Championess replied to brass_eagle's topic in Suggestions & Feedback
Yes there's always an alpha aggro control 'tank' which doms can control lots of aggro themselves when played well, hence the confuse nerf. On the contrary I'm quite familiar with these 4stars, I've tanked them lots of times on a hohum tank, Bio scrapper and when the team feels frisky even my Shield stalker. Before the nerf to confuse I had brought many pugs through an Aeon on my Mind dom. I did not say teams couldn't complete it, I said 'best successful'. Sure you can bring any joe schmo through it and complete them in however long the team can stomach to endure it. The majority of runs that get played teams are looking for a very base composition and it always tends to be certain of things. As an observation to me it seems odd that we make it objectively harder for a certain AT to do its job because it might outshine all the Cold Corruptors you see. I enjoy playing these at times it just seems silly to say HC doesn't have some control over the meta when they go raising the bar for certain powersets resulting of more entrenchment to a meta -
Hardmode TFs - Confuse Protection
Championess replied to brass_eagle's topic in Suggestions & Feedback
Back when Aeon came out before ITF where confuse protection got adjusted up I'll say my Mind dom did make it quite the cakewalk, although there were instances where I just had to dps since control gets thrown out the window at times like when they start venging. It's no easy task to play a control character well and make as much of an impact as the meta toons. When I hit those critters with aoe controls I catch more aggro than a blaster nuking and at least with nukes you're eliminating targets so learning to survive on control in these 4stars is a good skill to develop. I think the HC team needs to wrap their head around just what ATs they choose to feel impactful and not in these. It gets a little mundane hearing that 'we can't go ruining the tank role, such and such' and then all the best successful team comps are an alpha aggro, 4 colds, a kin, nature and some blasters. No we don't want to begrudge the players that regress to the meta lest they need to learn some more tricks, who in turn exclude other ATs because they feel less efficient. -
Chance for build up proc in a buildup power?
Championess replied to cohRock's topic in General Discussion
It's a combination of factors. Procs have their base PPM and are affected by the internal slotted recharge (or base recharge if you didn't enhance the recharge) plus the animation time of the power, which tends to factor in another 1s to 3s to the equation. So you have lots of control over PPM by not slotting recharge and building in high global recharge into your builds, which global recharge doesn't factor into ruining your proc rates and in fact makes your assaults (and overall build in general) better. For single target attacks its easier to figure. If a proc says it has a 3.5 ppm that means it has a fire rate of every 17s if it were to 100% fire, but all procs have a default 10% misfire rate so you can adjust down your recharge in that power from the 17s to about 14s and still result in the same topend 90% fire rate. Any ST attack with a 12s+ recharge/animation I look to beef up for more damage by way of adding usually 3-4 procs unless I specifically need to slot a purple set. For AoEs its a bit trickier, it factors in the max target count of the power plus the area of effect the power covers. I tend to like to throw procs into 32s+ recharging AoEs like epic fireballs that aren't nukes, nukes are typically better just slotting for more damage/recharge since that'll usually outdo procs you toss in there. Also those tight area almost ST attacks with 5 targets I'll look to slot procs if the recharge seems a little longer. So for the Gaussian it's 1 PPM but you can account for the 10% misfire rate which would knock off 6s so if you have the recharge of your Build Up down to 54s that'd be the optimal recharge to net the 90% fire rate. Toggles behave different and tend to have a far less anticipatory style opposed to clicks so slotting this in Tactics would be fine but hard to anticipate. This is just my general rule of thumb but yeah do check out @macskull's list it is very informative. -
I typically take 3 basic pools and one of the origin pools. Which usually ends up being Hasten, Leadership and either Concealment or Leaping, then usually I go with Force of Will but sometimes I go Experimentation. If I'm wanting to take Superspeed then Speed of Sound is a nice substitute. Adrenal Booster is quite a good decent lasting buff that benefits from high global recharge builds plus it adds a good chunk of +recharge of its own. It feels available whenever I go to want to use it. I especially like it for all of the +special things it does which pairs well with certain of things like Aura of Insanity. To me I'd always recommend taking an origin pool, they tend to have real quality stuff if you build into it a little.
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I go with 2 53 Acc/Mez HO's, 4 Basilisk Gaze and I also go Vigor Radial. All of your mezzes will be 8+ mag whatever random one that pulses out, except for the stun at 7 mag.
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I'd up the damage scales to 1.15 melee and 1.0 ranged and an increase of damage cap an extra 100. They're an unarmored class with control and blaster-lite assaults. I don't see why they can't get bonus preference to melee since its more dangerous. Blasters got a plethora of improvements long ago and I don't see a small buff to damage being all too much to ask for when you see the damage Blasters and armored classes can pump out melee AND ranged.