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oedipus_tex

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Everything posted by oedipus_tex

  1. Is there a /command for "go back to my previous target?" It's easy to create a target_name command to quick target the Sentinel. However I do struggle to then quickly return focus to an enemy short of just hitting Tab.
  2. I've been meaning to cook up a Beam Rifle/Storm Summoning build for a while based on the same principle. Beam Rifle wouldn't hit Sonic's max debuff potential but it has a ranged nuke and multiple ways to proc Achille's Heel. I still prefer Gravity/Storm Controller personally however for the reason that it can pack the mobs very densely and prevent them from running away.
  3. I'm going to end my role in this conversation and move on. My thoughts can be found in the history of the thread. Thanks.
  4. If I've upset you somehow then I apologize. It's hard to project mood using just text and I am not a very good writer, so my intent isn't always clear. I am not giddy about Farsight. It's just a power that happens to stand out as egregious. It makes me wonder what sort of Sentinel I would build that could compete.
  5. Thanks for bringing this up. I don't think this is an easy fix. There are some good ideas above however. The main reason the proc system favors long recharge powers is that a procs per minute system does not account for animation time. If a power recharges in 4 seconds and takes 1 second to animate I currently have to expend 15 seconds of animation time, casting it over and over, to produce the expected output. Where a power with a 1 second animation, 30 second recharge I might only need to spend 2 seconds for the same payload. Fixing this is a math question somewhat beyond my abilities, and also partly a philosophical question about how much "certainty" is worth as the chance edges toward 100%. But thats the crux of it.
  6. I agree with Frosticus. Power Boost would still increase the -ToHit in Time's Juncture for 15 seconds. ToHit is Schedule B, so like Defense, any STR boosts to it are disproportionately effective; basically like running a second copy of the power for free. On a Defender with 2 IOs in Time's Juncture it's -37.5% ToHit. People may say, well, that's just for 15 seconds, and that's true, but 15 seconds is actually longer than many sources of -ToHit, and Time's Juncture is auto hit.
  7. Why don't rezz powers work on pets anyway? Was this a game balance discussion at some point? I agree it would be really amazing to zap your minions back to life. No idea on the game history behind it tho.
  8. You know, I can't decide if it would be overpowered in this particular set, but a second option for Defibrillate would be to allow the caster to use it while currently dead. It would track with the "Haha you thought you got me!" theme present in Faraday Cage that lets users bust out of practically any mezz, On the other hand, I kind of dream of a "Rezz power pass" where the developers improve the rezzes across all the sets, and part of me feels this particular ability belongs to Empathy.
  9. /Energy is great for ranged builds, if you skip the melee attacks (you'll still be stuck with one at Tier 1, a knockback power you can use to punch enemies away from you or de-fly them). Boost Range is a really fun power when it comes to cones. I have a Dark/Energy now who is absurdly survivable (but has a PBAoE nuke). I am thinking of rolling Beam Rifle/Energy next.
  10. No on this one. You're correct about Domination though.
  11. It would be funny if Defibrellate also hit enemy corpses and caused them to temporarily re-animate. Doable? Shrug. But maybe befitting the theme. Change plan looks solid. I don't think Faraday needs the 5 second duration anti-mezz, but I won't complain. Great work overall. Thanks for pouring your heart into this.
  12. That's the main one. You can cast Destiny Clarion while mezzed. Unsure if there are other powers. What's pretty wild is Electric Affinity has this power on an incredibly low Recharge. So basically slipping out of any mezz is EA's super power.
  13. IMO Faraday Cage is superior to Sonic Dispersion because even if you completely run your endurance bar dry or somehow get mezzed through the protection, it sticks around. The fact that you can cast it while currently mezzed is IMO pretty gonzo. This set is basically immune to mezz in a way that even armored characters aren't. Like, this is the only powerset in the game that has no excuse for waiting out a mezz ever. It's a unique identity for sure.
  14. Thanks for the update and bug fix to Fade. The power is still very strong. RE: Bug fix versus nerf, I would argue that it is both. The numbers on Power Boosted Fade (and Farsight) were too extreme. Excuse me while I emphasize at the risk of sounding shrill: they would never, ever, ever, ever ever be allowed (ever ever) to show up in an Armor set. Ever. If those numbers are too extreme for an Armor set they are too extreme for a Buff/Debuff set. It is true the Buff/Debuff sets are powerful. However this does not mean they are allowed to entirely ignore guidance. There is an archetype called Sentinels with an actual armor set that could not meet the numbers. That's an issue. Thanks to the developers for the conversation. I'm curious to see what happens to Farsight.
  15. Yeah unfortunately that is probably what was happening.
  16. Ok here's where I do the "walkback post of shame." I don't know what I was seeing that was making it seem like the psuedo pets weren't inheriting the Intangible flag from the owner. They are, in live time. When you enter or exit a D Shift any psuedo pets (or at least the Storm ones) appear to inherit the flags. Which is probably good for balance but bad for people exploring ways to make D Shift a worthwhile power. At least its cool looking 🙂
  17. Hmm I may have spoke too soon on this. I just saw a psuedo pet affect enemies inside a D Shift. On the test servers looking into it more now. Hope I didn't stickmy head out too far. 🙂
  18. What's the rule on Dimension Shift and pseudo pets? I was hoping to create a kind of terrarium for Tornado, Lighting Storm etc. Turns out this doesn't work. The storms don't affect the enemies. So maybe psuedo pets don't inherit the Intangible flag for being inside the shift, and also don't inherit the caster's Intangible status (I tried launching the storms while standing both inside and outside D Shifts). So that is what it is. But, next question. Does this mean Dimension Shift actually has a use as an immunity field to pseudo pets, effectively cancelling out all pseudo pets for both the players and the critters? Due to the short duration of Dimension Shift its unlikely to be life changing, and I'd still never cast this on a team. But at least solo, assuming it works, could this be a novel way to make yourself immune to Burn patches and Caltrops? Before I go test it,has anyone tried it?
  19. Thanks for the reminder. I honestly forgot ESD Arrow existed. 🙂 I would say that ESD Arrow is not a "End Mod as main feature" power 90% of the time. Trick Arrow can't generate enough follow-up -Endurance or Recovery to make the End Drain worthwhile, so ESD Arrow is most often slotted as a Hold. You have your oddball Elec/Trick Arrow Defenders, your players who took Power Sink, and... has anyone actually seen Elec/Trick Arrow Controller before? 🙂
  20. Further down in this post is the table from the last thread with the damage powers removed, since we are talking about a non-damage IO set (yes you can still slot it, in damage powers but you won't be putting more than 3 slots). End Redux is a mildy useful addition to some of these powers. In some cases it makes a power provide more endurance than it costs to cast (e.g. Chrono Shift.) I couldn't add a column, so I a put a * next to and bolded each power that accepts Range enhancements. Looking at that list, I think End Redux is generally more applicable than Range. POWER NEEDS ACCURACY NEEDS RECHARGE NEEDS DAMAGE END MOD IS A MAIN FEATURE Conductive Aura X X Heat Loss* X X X Recovery Aura X X Transference* X X ~ (restores enough that many dont slot) Speed Boost* (usually slotted with 1 end mod SO) Accelerate Metabolism X X Lifegiving Spores* ~ Heat Exhaustion* X X Chrono Shift X X Power Sink X X Drain Psyche X X (never slotted for end mod) Energy Drain, Energy Absorption X X Painbringer, * Adrenaline Boost X ~ Stamina Rarely slotted with endurance mod sets, but be aware that any procs affecting the caster can be slotted here by any character and may affect the game's overall meta. Unstoppable (and other T9 armors) ~ Dark Consumption X ~ X X Consume X ~ X Quick Recovery X Regarding the final values for the set, its helpful to remember End Mod powers are currently almost never slotted with full sets. They are almost always frankenslotted just for the specific things they need. Generally this is: End Mod Recharge Accuracy (for the powers that need it, worthless on the ones that don't) Here's how Conductive Aura looks in a typical final Electric Control build that chases End Mod in the alpha slot as well (note the 33% Recharge is coming from the Alpha slot) The number of non-damaging End Mod powers that need Accuracy is actually small--Transference, Consume, Heat Loss, Conductive Aura, and the new Shock power in Electric Affinity. Conductive Aura does not need Recharge being the only End Mod toggle, but all others do.
  21. Overall good changes. Thanks for your hard work. I hope you are having fun. This is shaping up to be a very good set. What I like: Eliminating the unnecessary Static spender mechanics make the set more enjoyable to play. Overall good improvements. Insulating Circuit This is drastically improved versus the 20 second duration version. Just that inclusion of 10 extra seconds makes a huge difference That said, with the duration increase, I think Recharge should be longer than just 20 seconds. I'd recommend going with 45-60 seconds so you at least need to slot some Recharge to get it perma. This is because this will be slotted with Heal IO sets in most cases, and Recharge is the only other meaningful slotting in this power than Heal/Absorb (and arguably End Redux). When I commented about duration last cycle I was thinking around 45 second shield/120 second recharge. This is much more generous. I'm not complaining. It's just that the addition of those 10 seconds (iwhich is actually the full the duration of Build Up, and brings Insulating Circuit to the duration of Drain Psyche) radically improves the power. In other words the power at base seems as good as its supposed to become after IOs and a great build. I don't mind that necessarily, but it's not how most buff/debuff powers are designed. The pet Nice to see him get some resists I appreciate the longer and more reliable duration I'm not able to see stats on his Shock power anymore. Assuming they are decent he may be good to go.
  22. Because of the Sustain mechanic added in i25 most Blasters should rarely faceplant unless they attempt content far beyond their capabilities. Blasters also have one big leg up on Dominators, inspiration churn. Basically when you spend time beating on enemies but not actually killing them, you don't get inspiration drops. Inspiration churn is the reason Brutes, Scrappers, and Blasters can often out survive archetypes that are actually built for survival. Inspiration drops are tied directly to kill rate. Inspiration churn is less a factor in team content though.
  23. I'm talking about Mass Confusion. Seeds of Confusion - 60 seconds Synaptic Overload - 60 seconds Flashfire - 90 seconds Wormhole - 90 seconds Stalagmites - 90 seconds Heart of Darkness - 90 seconds Mass Confusion - 240 seconds One of these is not like the others.
  24. Mass Confuse in a non-notify power that hits all targets at once and should probably have a Recharge longer than Synaptic Overload or Seeds of Confusion. Still both of those powers recharge four times faster, at 60 seconds. Surely Mind Control would be fine with a 120 second recharge on this power. which would bring it down on a good build global recharge build to around 40 second recharge. For Electric and Plant, their recharge gets down to 15 seconds or so, whereas right now the best multi billion Mind builds get Mass Confusion to around 60 seconds.
  25. Dark Control can also take Soul Drain. Mind Control relies on two 240 second recharge AoEs for its hard controls. It has a cone Fear (so does Dark, a better one IMO) and a Sleep. There's nothing remarkable about Mind's AoE Hold. It's the same AoE Hold all Controllers get. Mind is just more reliant on it because it doesn't have better tools. Mind frankly needs a buff IMO. The recharge on Mass Confusion should be closer to 120-160 seconds. Til then, I wouldn't say Mind Control out controls any set other than Ice Control. Most other Controllers have excellent control powers that recycle so much faster. Mass Confuse is a good power when it is up but it's up 1/2 - 1/4 as often as powers in other sets, including AoE confuses.
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