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ZEvalkyrie

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Everything posted by ZEvalkyrie

  1. Infrequent poster here (but frequent dominator/brute player!) I've been testing out this set some on a dark melee brute and I've been having a blast with it. I really love the adaptive recharge on the powers and would love for that to proliferate around to other powers (like soul drain!). It's really exciting to see new design concepts like that. The combination of the two sets work really well for stacking mez, especially when using the control hybrid incarnate (which makes me feel like i'm playing a melee dominator with an actual armour set). All the regen/buff powers that need frequent supervision really make me wish I could auto 2-3 powers but they're reasonable to manage during a fight so it doesn't feel too busy. In the testing I did with just a little bit of slotting to 'up the punch' from the auto slotting yielded a combination of powers that gave me a brute that was super sustainable (was testing on +1/8 and +3/8) but played with a very different feeling from other sets I've played on brutes with the emphasis on control. This legit might end up being my favourite armour set when it hits live and I'm looking forward to more of a deep dive into it. I don't know if it would change things a ton, but it feels like it would be pretty amazing if we could get the option to slot brute ATOs into Aura of Insanity and/or Mememto Mori. I haven't ran any numbers on proc odds or anything but it *feels* like it'd be a fun option to have! Regardless, I'm loving this set and can't wait to see it on the live servers!
  2. *EXCITED DOMINATOR NOISES* Is it Christmas? I'm so excited to try out all of these!
  3. Regarding Darkness mastery's Soul consumption: I really like the idea of giving more archetypes more options for self sustain. I was a huge fan of the first two ideas (the health/end over time and the +regen/recovery) but that certainly doesn't mean they were the best simply because I liked them, hahah. The current idea just doesn't feel very impactful to me (i'm sure there are a lot of reasons under the hood that I don't see). It sorta makes this set feel like "Ice mastery but- (insert comment here)" to me. To summarize, the noteworthy powers feel like: tar patch (like sleet but- without the -def) and soul consumption (like hoarfrost but with more steps). And ice mastery's defense ability has a boatload of def and some resistances. It's a pretty great power all around. What I'm getting at here is that the previous two iterations of darkness mastery (and i'm mostly looking at this from a controller/dominator perspective) had something unique to it but this just feels more and more like a 'lesser ice mastery' with the soul consumption triggering +max hp/end. (again i'm not a game dev so it probably has some balancing i'm just not seeing) All of that said: If you really want to make it a sustain power (because many of these sets AFAICT are aimed at plugging weaknesses in ATs rather than doubling down on a strength) Is it worth considering changing the idea all together and making it something that triggers off of defeated enemies like a togglable aura of some sort (like a +health/end per death that's very small)? Or dropping a capstone sustain(like parasitic aura) power and reskinning it for the theme (like in mu-mastery for dominators that's just a capstone resist power with a crash at the end) and giving it a longer cooldown or a weaker effect? I really like the overall goal of making the process of adding more powersets like this more streamlined and I can't wait to see what else you all come up with. Thanks again for all the hard work and I can't wait to see how this irons out! And if you read all of this thanks for taking the time with my two cents, haha.
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