 
        arcane
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Everything posted by arcane
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	Evasive Maneuvers speed suppression on Hoverarcane replied to RogueWolf's topic in Suggestions & Feedback The devs put suppression on Speed Boost and only Speed Boost because (1) players couldn’t control if someone else boosted them combined with (2) it really makes you zoom around. I would say neither (1) or (2) is a problem here because Hover is no zoom zoom power, but I’ll give you the benefit of the doubt on (2) and try to imagine you Hovering too quickly to control. Still, because (1) is a nonissue here and you are free to detoggle any power causing you problems, I’d have to say this won’t happen. Null is a clunky way of fixing the game’s most persistently annoying predicaments, and this doesn’t meet the high standard necessary to justify a Null option.
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	Please address VEAT issues (at least a balance pass)arcane replied to Rigged's topic in Suggestions & Feedback As someone who often finds buff proposals to be ridiculously over the top, I am pleasantly surprised to be good with all of the above 🙂 Not super positive exactly how good their pets have to be RE: (6) but in general very yes.
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	I would be good with increasing the cooldown on Judgement.
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	Dominators need Illusion Controlarcane replied to lumberjack jill's topic in Suggestions & Feedback Yeah, basically we know that it’s either no-PA-as-is or no-Ill-dom. Any ideas outside of those parameters aren’t going to happen.
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	Oh yeah, sets. I guess I’m done with playing all blasts and armor sets once through or more. Still no Earth Control or Force Field played on HC. And then a handful remains for the other set types ofc.
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	knockback Proposed Knockback modifcation/fixarcane replied to dnomad333's topic in Suggestions & Feedback ITT we learned PeregrineFalcon is causing other posters to question their own sanity, apparently..
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	knockback Proposed Knockback modifcation/fixarcane replied to dnomad333's topic in Suggestions & Feedback No vote since converting to KD often is a substantive buff to a power and therefore merits a reasonable opportunity cost.
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	82 50’s and counting, at least one level 50 of every AT, at least three level 50’s of every non-epic AT, and at least ten level 50 blasters, controllers, defenders, and tankers 🙂
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	Mind Control/Mass Confusion recharge needs a buffarcane replied to Kaballah's topic in Suggestions & Feedback Well I played my Mind Dom last night and can safely say I got more mileage out of its awesome T9 than I do from most pets. Basically a nuke since it’s an insta-win against a large group. Long recharge initially, but only about a minute cooldown with a pretty typical perma-dom build.
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	Mind Control/Mass Confusion recharge needs a buffarcane replied to Kaballah's topic in Suggestions & Feedback A pylon test seems pretty irrelevant to measuring the potency of a control set..
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	Mind Control/Mass Confusion recharge needs a buffarcane replied to Kaballah's topic in Suggestions & Feedback Man the pros here really gush about Static Field but I don’t really get it. I just can’t see how even a pulsing sleep is worth much once AoE DoT is out there whether from you or a teammate.
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	Mind Control/Mass Confusion recharge needs a buffarcane replied to Kaballah's topic in Suggestions & Feedback Think I’m gonna respec my Mind/Ice over from pvp to pve and see how it goes. Haven’t done Mind Control pve since live. Made a build for it yesterday. Will let you know if I observe any of this alleged gimpfest, but color me skeptical.
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	Mind Control/Mass Confusion recharge needs a buffarcane replied to Kaballah's topic in Suggestions & Feedback The implication that my plant control characters need to be “allowed to compete” is laughable. One of the strongest sets in the game (up there with Fiery Aura, Fire Blast, and Kinetics on mob-shredding capability) and a barely noticeable recharge tweak can’t change that on its own.
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	Mind Control/Mass Confusion recharge needs a buffarcane replied to Kaballah's topic in Suggestions & Feedback I’d be good with this. Plant is so powerful with Creepers alone I doubt I’d notice such a tiny nerf anyway.
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	If the shoe isn’t a proc bomb shoe it might not hurt too bad
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	KB to KD is a highly beneficial change and should therefore remain costly.
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	Cross Punch - Can it be looked at ? Not hitting many Enemiesarcane replied to plainguy's topic in Suggestions & Feedback Well I’m loving the power now. I’m also experimenting with switching over to building new characters around amplifiers. I used to avoid them, but you can fit in even more procs when you’ve got that extra boost making up for relatively few set bonuses. So I’ve got this new Dark/Psi/Soul Vigor proc monster with this single target attack chain: Cross Punch: Armageddon: Damage Armageddon: Proc Fury of the Gladiator: Proc Obliteration: Proc Eradication: Proc Force Feedback: Proc Gloom: Superior Winter’s Bite: Acc/Dam Superior Winter’s Bite: Acc/Dam/End Apocalypse: Damage Apocalypse: Proc Gladiator’s Javelin: Proc Cloud Senses: Proc Telekinetic Blow: Gladiator’s Strike: Proc Mako’s Bite: Proc Touch of Death: Proc Perfect Zinger: Proc Explosive Strike: Proc Force Feedback: Proc Greater Psi Blade: Superior Might of the Tanker: Acc/Dam Superior Might of the Tanker: Rech/Proc Hecatomb: Damage Hecatomb: Proc Touch of Death: Proc Unbreakable Constraint: Proc Frankly I’ve never put so much thought into a tight single target chain because I don’t have Mids so all the calculations are done manually. But I put in the effort to fiddle with this one and it’s pretty neat 🙂
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	Yes I did that and got it to show up as x9999 on the nav - but still just +4’s in the mission. This was based on Yomo’s thread though and I think the only qualifier he mentioned was for the mission to be below 50. But I’m guessing it’s more complicated than that and I need to try something that isn’t level 49 OR isn’t an AE mission.
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	I tried to trigger your bug by starting a level 49 mission at +4x9999 but it didn’t work 😕
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	Yeah I don’t like having to remember more keymapping stuff than I have to, so have never used binds.
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	My heavy duty proc monsters will typically take Vigor so that they can justify using 5-6 procs per attack. Maybe use one or two damage sets just to shore up extra recharge but that’s it. Using 1-2 per attack isn’t really a proc build, that’s good practice on a regular build.
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	You’ll want to learn it this way eventually because a “rule of 3” will be too simplistic a view once you move on from generic enhancements to IO sets.
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	The assumption is a Brute would have less room to invest in offensive slotting than the Tanker if they’re trying to still reach any res caps or def soft caps. Brutes are more likely to pursue defense set bonuses, need defensive pools, etc. Fewer slots to invest = fewer procs. Ofc you could slot the same amount of procs, but your Brute could wind up squishy if only investing as little in defenses as a Tanker needs to.
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	Cross Punch - Can it be looked at ? Not hitting many Enemiesarcane replied to plainguy's topic in Suggestions & Feedback I’ve been messing with numbers all weekend and trying to understand what makes Cross Punch stand out. Because the DPA is still just “medium” after Boxing + Kick by my calculations, and it’s a power slot hog. And those little buffs it comes with are so tiny. So my best guess is this: it’s good for PvP / AV’s / pylons specifically because it puts the FotG proc in your single target chain as opposed to a real AoE. Likewise Laser Beam Eyes has even more “meh” numbers, but I’m guessing it’s all about the Achilles’ Heel. Are my assumptions about right here? Trying to evaluate here if I really wanna focus all my best procs on S/T on my latest tanker.
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	Well considering Freezing Touch is some of the game’s best DPA - and Ice is no AoE slouch either... not sure there’s much of a need to address here.
 
		 
					
						 
					
						 
					
						