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Demon Shell

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Everything posted by Demon Shell

  1. I can't believe any character will be able to get a fairly short cooldown, 90 degree, 40 ft range cone. Wow. Edit: I was kinda hoping Takeoff would allow a Granite Armor to jump.
  2. I can 100% assure you it is working, and it's impact is dramatic. When I was leveling my Mind/Sonic Controller I would use Aid Self with Field Medic to reverse situations where my end drain was outpacing my recovery. I'd consider it borderline busted in how powerful it is, if not for Recovery Serum existing. Whether or not it's providing the listed value would require having your recovery floored.
  3. Well. I suppose if I stopped to think about it I would have realized the mistake. It was a Panacea unique conflict, entirely my fault, caused because I didn't even mean to slot Panacea there. I meant to get Preventive Medicine. So entirely my fault. Soul Transfer does accept healing sets. My bad. Appreciate the help.
  4. I bought a Panacea IO to slot in Soul Transfer from Soul Mastery on my Corruptor, but I can't slot it. Hovering over the description says that Healing is an allowed Set category, but it can't be placed in the open space. I don't know if it's supposed to allow Healing set pieces or not, but the description says it should. One of those needs to be changed. Resolved.
  5. Hasten has both a cast time and a crash. Being forced to stack it would be a nerf, unless you could triple stack it (at which point, what does this solve?).
  6. I had thought for years, long before the selection metrics were ever posted, that Hasten should just be an inherent. And why not? The level of Recharge Reduction on your abilities is one of the things that makes this game different than other MMOs. Most of the time in MMOs if a move has a 10 minute cooldown, there's little to nothing you can do about it. Here, there's on average between 100% (Recharge to ED, no Global no Hasten) to 300% (Recharge to ED, 130% Global, Perma Hasten) more that you can do about it. Recharge in this game should be celebrated for what it is, one of the things that makes this game different, not nerfed. Hasten, as the single largest source of Recharge, should be given freely to everyone. My only question is, if you make Hasten inherent, what do you replace it with?
  7. The main reason I would want this isn't for myself, I had knockdown IOs at the ready the moment I unlocked each relevant power (Luminous Detonation, Solar Flare, Photon Seekers, Nova Strike). It's for other players. I've seen PBs asked to stop using their 360 AoE powers too many times. Just last night I was in a group with a PB that was excited to have just unlocked Solar Flare, but had to be told to stop using it.
  8. I maintain the answer is debuff resistance (specifically for Endurance, Recovery, Recharge, and Movement) and increased Mez protection from teaming with Controllers/Dominators. And I don't mean "debuff resistance while in Dwarf Form" I mean always. Until Hell freezes over and Dwarf/Nova can use Human abilities, I no longer have any interest in shapeshifting. I'm tired of dropping to Human just to activate a buff, pet, or nuke. Most of the time it's just a bunch of unnecessary extra key presses before I can get back to what I was doing.
  9. The tools a Controller gets in Illusion Control that aren't Control set staples, are used the same way (and many times overlap with the functions found) in their secondary. They are designed to protect you and your team. Dominators don't do that. They shutdown and kill. Giving them Illusion Control would give them team support to a degree they've never had before.
  10. I also remember the devs (and other players) saying Illusion wouldn't be as strong on Dominators. But I think maybe what they meant, or were obtusifying to avoid a conversation about it, is that it would play differently. Dominators don't have any defense buffing abilities in any of their sets, but they have Power Boost in more than a few Assault sets. It's not a big deal for a Controller to hit soft cap defense to all positionals (or even hard-cap resist) on their own, their damage isn't as high. But a Dominator with significantly higher Defense via Superior Invis/Group Invis, even with less damage or control, would be a very different beast. And I'm sure we all know by now that Illusion does not deal less damage, and even without much to directly benefit Domination, it doesn't lack in control either (even if it's aggro control instead of mez). Over/under-powered isn't even in the discussion; all of that can be retuned. That type of survival is just not a Dominator.
  11. I would agree. Without any mod to -rech and -run Arctic, Earth, and Mace get no benefit from this (and Leviathan could maybe get some more -rech/-run for Arctic Breath?). Though even with -rech/-run being enhanced, Energy and Mu get nothing. Energy is probably fine, but maybe some additional -end for Mu (would anyone even care)?
  12. For use as a quick reference: Old Maneuvers: 2.28 Def New Maneuvers: 3.5 Def Old Assault: 10 Dam New Assault: 18.75 Dam Old Tactics: 7 To-Hit New Tactics: 10 To-Hit Old Melt Armor: -9.75 Res New Melt Armor: -15 Res Old Gloom: -5.25 To-Hit New Gloom: -7 To-Hit Old Darkest Night: -21 Dam, -10.5 To-Hit New Darkest Night: -30 Dam, -15 To-Hit Old Dark Obliteration: -5.25 To-Hit New Dark Obliteration: -7.5 To-Hit Arctic Breath is showing identical values on -res (considering Melt Armor's value, it may have been overtuned before). Focused Accuracy from Mace Mastery is showing 86.5 in Mids and 48.44 To-hit Resist in test. I don't have a Tanker live with Patrons unlocked, but Brute live has 69.20 (which is higher). Tanker test does have 86.5 in Focused Accuracy from Energy Mastery. Electrifying Fences from Mu Master is showing -16 in Mids and -4 (for 6.20s) endurance in test. Brute live has the same value and duration as Tanker Test. I don't understand how this one works so it may just be Mids using simplified notation (or being wrong). Nothing else I checked was different.
  13. I wasn't gonna, cause it's not really relevant to the discussion. But you said anyone. Note: Not my actual build for EA.
  14. I spent like 8 minutes scrolling to find this post. ANY. WAY.
  15. Did some brief testing on a Will/TW Tanker at the 16-17 level range (+0/4, Bosses on). With only Rise to the Challenge gaining any benefit, I expected to be underwhelmed with the overall range increase, but wow. The range on RttC is deep enough that I could freely reposition for cones while maintaining the debuff on all enemies (and the buff on myself). That felt amazing. Let me know if you want to give that to all auras. Even given I already had a 10% end boost from the accolade, 20% for the passive (30% total) is way too much. I felt no endurance pressure at all, even with Hasten active against 2 4-man scale Clockwork groups at the same time (and I don't normally get Hasten until level 30). Unless the goal is to give Tankers a measure of global -end/-rec survival via abundance, I'd cut the passive in half to 10% (20% with accolades). I checked Combat Attributes and unslotted I have more Recovery than most of my end-game builds (3.36 rec). Granted, a lot of that is because of Quick Recovery, but even without it I'm at 2.71 endurance a second. My end-game Fire Melee/Dark Armor Brute is at 2.88 and they run Darkest Night. The damage scale wasn't so noticable at first, then I slotted some damage enhancements and... it certainly helps. I'm not going to pretend like it was negligible. I'm also not going to pretend like I couldn't clear out mobs faster on my PB at that level. Definitely couldn't survive the same encounters solo, but such is the difference between a tank and a DPS (at least for a PB in that level range). Never entered into a situation where I could test the Taunt or damage cap changes.
  16. This is why I've only ever pulled for a raid once. I wound up with like half the merits as normal.
  17. As a human-only PB, I already don't use Dwarf. I don't even use the shields because Light Form has me covered for resist (they're just proc mules). Light Form offers me capped resist, a measure of mez protection, increased recovery, and (far more important than even I anticipated) results in me running no toggles (because I'm resist/max hp/regen rather than resist/def). And that means if my end gets drained, I'm not dead. I have time to react. I do get mezed now and again, but I'm in DA. I'm getting hit with mez for which Light Form has no protection (fear/confuse). Even still, I'm thinking of switching from Clarion to Ageless, because the worse debuff, for my specific build, is -recharge/slow. If I lose all of my end, I can typically bait out a Panacea/Performance Shifter proc to get a tide-turning hit in. Between Inner Light, Gaussian procs, and my own defense debuffs, to-hit debuffs are rarely noticeable. And obviously defense debuffs are inconsequential, because I have nothing to lose. But if my recharge dips too low and I lose Light Form or I can't use a heal, then I'm dust. For these reasons, more than anything else I'd like End/Rec/Rech/Move debuff resistance. Dwarf (and to a lesser extent, Nova) on the other hand needs more, because they have less tools at their disposal. And for my money, the simplest path to addressing that would be eliminating that discrepancy. If you're in Nova, you just have 4 extra abilities in addition to your regular ones (and your form buffs). If you're in Dwarf, you just have 6 extra abilities in addition to your regular ones (and your form buffs). If you're human, you have access to neither set of moves, but you get something like an increased healing/mez duration buff (ala Power Boost). Oh, and the animation time/mez level on Pulsar is unacceptable.
  18. On the one hand I would also like to see harder content and adding a +1 or 2 to an enemy seems like the easiest way to go about it. On the other hand, Market Crash. Freakshow are a joke to an incarnate. Sky Raiders? The normally-level-30-max-pushed-into-40-for-Admiral-Sutter villain group? They're a laughing stock. I went into that TF expecting to see Jump Bots with their own Force Fields, different damage-types, maybe some mez or debuffs beyond defense debuffs (or if it is just defense debuffs, huge values like what the Awakened PPD are capable of). But they have none of the things you'd expect of even a level 50 villain group. They're just pitiful, and they melt. The final boss was kinda cool, and you can see where the devs were certainly able to make an interesting engagement from that alone (and without sufficient AoE I could see being overwhelmed a possability), but every other time a Sky Raider was on screen it was as a corpse. You can't just +1 or 2 away a problem with difficulty in this game. You most likely could in DA, but those are groups designed to be harder. They have fears and confusion. They can anchor debuff you, bypassing your defense. They have a varied and strong suite of debuffs. A 55-56 Council will get steamrolled slightly slower, but be able to do nothing with the extra time given. They, as a villain group, do not have the tools necessary to challenge you. Most villain groups don't, and would need their powers redesigned.
  19. I thought of this too for a moment and considered that reason enough to not change the aggro cap. Then I thought on it some more and I don't see the issue with raising it. A typical mob (one that doesn't consist of a bunch of underlings/extra minions/lieutenants with no bosses) doesn't have more than 17 enemies. A Blaster wouldn't be at any disadvantage unless they aggro more than one group at once, or jump into an iTrial mob. That's not to say the aggro cap should be raised. There's something to be said about aggro management and a place for multiple aggro-managing ATs in the same group when engaging larger or multiple mobs, and the gameplay feedback this creates. I just don't think lighter-armored ATs are a part of this conversation (especially since with one nuke all the minions are dead anyway, how often will a Blaster ever be at/near aggro cap?).
  20. This is amazing (especially since this doesn't stop the normal way of doing a ship raid), but I will echo that Hami is the greater concern. You can certainly "mentally fail" a ship raid, but the only real objective is to take down the shield and take out the GM. Those are not hard things to do. Hamidon is a pass/fail situation. You either win or you don't, and it's much harder. Something like this would be more valuable for that content in ensuring participants aren't leeching/trolling (if that is the desire of the event organizer, I know some don't mind leeching). However, considering this currently has no navigation beacons, Hamidon would evidently be the more difficult raid to implement. Not the end of the world if your MM pets can't move in a ship raid. A markedly worse situation to be in for a Hamidon raid.
  21. I would have sooner seen the .95 damage modifier reduced to .9 than seen that 100% range boost reduced to 60%, but it's fine. Just don't reduce it further. That range boost is the key to making Tankers play differently than Brutes. And that is the most important part of these changes. It's not enough to make Tankers viable. With Bruising gone (regardless of how in/effective it may have been) Tankers need a unique mechanic that causes you to approach content and build your character differently. Same as what Stalkers have.
  22. You let me use it in Human form and you can do whatever you want with it.
  23. GIVE PEACEBRINGERS A DAMAGE/TAUNT AURA! A 180 degree, 20 foot range Ice Melee Frost... Someone check my pulse, I think I'm dead.
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