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Posts posted by DarknessEternal
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Hmm, let me restate. Why be a Dominator when you could have been a Blaster or Scrapper?
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This is a legit question, not a snark.
They seem interesting, but I can't figure out what role they'd actually fill. Is there some situation I'm not aware of? What makes Dominators worth playing?
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I feel like we're talking about apples and oranges here.
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Tesla Cage is still hot garbage. Procs do not apply to it's chains.
End drain is actually worse than it used to be since it isn't going to stop anything from attacking anymore/you can't end drain things that matter.
Shocked will bring extra damage and Voltaic Sentinel is a must take power now. But never try to end drain, it's pointless.
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Yes, you quoted what I quoted. My question still stands. It was claimed Acid Arrow debuffed debuff resistance and nothing on City of Data backs that up.
@Voltak "Well, Trick Arrow is the ONLY power set in the game that debuffs those resistances that AVs have to the debuffs you apply to them ; "
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On 10/31/2021 at 4:42 PM, Voltak said:
Trick arrow has perhaps the best debuff in the game when going one vs one with an ArchVillain.
Acid Arrow debuffs Defense, Endurance, ToHit, Regeneration, Recovery, RechargeTime, and EnduranceDiscount.
Which of those things debuffs debuff resisstance?
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21 hours ago, Without_Pause said:
Case in point:
Project Will does 1.16 * Ranged damage. Has a recharge of 5 seconds and has an end use of 7.54. Cast time is 2.244 with Arcanatime factored in.
Arcane Bolt does 1.54 * Ranged damage. Has a recharge time of 7 seconds and an end cost of 9.62. Cast time is 1.98 with Arcanatime factored in.
Recharge and end cost can be slotted for and thus reduced down. The difference in damage is going to only get worse. If Project Will is to be the quicker attack, then it should have a quicker animation time.
Please become in charge of power balancing and apply this idea to the entire game. Animation times need to start being a factor in power balance.
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Scorpion Shield, Tough, Weave, Hover, Maneuvers, all 5 winter sets, and both blaster sets are a start.
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Replace those winter sets in that build I posted with Purple sets. Forgot we only need Ranged defense.
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Sorcery makes Electric Blast actually viable. Could probably use some fine tuning.
This Hero build was built using Mids Reborn 3.0.6.0
https://github.com/LoadedCamel/MidsRebornClick this DataLink to open the build!
Level 49 Magic Blaster
Primary Power Set: Electrical Blast
Secondary Power Set: Temporal Manipulation
Power Pool: Fighting
Power Pool: Sorcery
Power Pool: Speed
Power Pool: Flight
Ancillary Pool: Mace MasteryHero Profile:
Level 1: Charged Bolts -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(39), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(40)
Level 1: Time Wall -- Empty(A)
Level 2: Ball Lightning -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx(3), SprFrzBls-Acc/Dmg/EndRdx(3), SprFrzBls-Acc/Dmg/Rchg(5), SprFrzBls-Dmg/EndRdx/Acc/Rchg(5)
Level 4: Boxing -- Empty(A)
Level 6: Arcane Bolt -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(7), Thn-Dmg/Rchg(7), Thn-Acc/Dmg/Rchg(9), Thn-Acc/Dmg/EndRdx(11), Thn-Dmg/EndRdx/Rchg(11)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(46)
Level 10: Chronos -- GssSynFr--Build%(A), AdjTrg-ToHit/Rchg(37), AdjTrg-Rchg(39)
Level 12: Zapp -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/Rchg(13), SprDfnBrr-Acc/Dmg/EndRdx(17), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(17), SprDfnBrr-Rchg/+Status Protect(39)
Level 14: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(15), LucoftheG-Def(15), ShlWal-ResDam/Re TP(48), Rct-ResDam%(49)
Level 16: Air Superiority -- Empty(A)
Level 18: Tesla Cage -- SprEnt-Rchg/AbsorbProc(A), SprEnt-Acc/Hold(19), SprEnt-Acc/Hold/End/Rchg(19), SprEnt-End/Rchg(31), SprEnt-Acc/Hold/End(34)
Level 20: Temporal Healing -- PreOptmz-Acc/Rech(A), PreOptmz-EndMod/End(21), PreOptmz-EndMod/Rech(21), PreOptmz-EndMod/Acc/End(29), PreOptmz-EndMod/Acc/Rech(31), PreOptmz-EndMod/End/Rech(31)
Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-Max HP%(23), GldArm-3defTpProc(23)
Level 24: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(25), LucoftheG-Def/EndRdx(25)
Level 26: Voltaic Sentinel -- ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(27), ExpRnf-Dmg/EndRdx(27), ExpRnf-Acc/Dmg/Rchg(29), ExpRnf-EndRdx/Dmg/Rchg(43), ExpRnf-+Res(Pets)(43)
Level 28: Future Pain -- Mk'Bit-Acc/Dmg(A), Mk'Bit-Dmg/EndRdx(46), Mk'Bit-Dmg/Rchg(47), Mk'Bit-Acc/EndRdx/Rchg(47), Mk'Bit-Acc/Dmg/EndRdx/Rchg(48), Mk'Bit-Dam%(48)
Level 30: Mystic Flight -- BlsoftheZ-Travel(A), BlsoftheZ-Travel/EndRdx(43)
Level 32: Thunderous Blast -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Rchg/Dmg%(33), SprBlsWrt-Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/Rchg(33), SprBlsWrt-Acc/Dmg/EndRdx(34), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(34)
Level 35: Enflame -- Artl-Acc/Dam(A), Artl-Dam/End(36), Artl-Dam/Rech(36), Artl-Acc/Dam/Rech(36), Artl-Acc/Rech/Rng(37), Artl-End/Rech/Rng(37)
Level 38: Time Lord -- StdPrt-ResDam/Def+(A)
Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(42)
Level 44: End of Time -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(45), Arm-Acc/Rchg(45), Arm-Dmg/EndRdx(45), Arm-Dam%(46), Erd-%Dam(49)
Level 47: Super Speed -- Run-I(A)
Level 49: Evasive Maneuvers -- LucoftheG-Def/Rchg+(A)
Level 1: Defiance
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Health -- Pnc-Heal/+End(A)
Level 1: Stamina -- PrfShf-End%(A)
Level 6: Arcane Power
Level 49: Quick Form
Level 47: Speed Phase
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6 minutes ago, PeregrineFalcon said:
First, if the set isn't overpowered to begin with then simply changing the values to bring them in line with Tanker values should be fine. If they'd be overpowered on a Tanker with Tanker values then they're overpowered on a Scrapper with Scrapper values and the Scrapper version should be nerfed too.
The only reason EA isn't getting nerfed across all ATs is Bio's existence.
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Think I'd rather have 4pc Expedient Reinforcement.
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16 hours ago, underfyre said:
Probably put Soulbound into VS.
Doesn't that only build up the pet?
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Yes, you should have Voltaic Sentinel. It is the keystone of Electric Blast's single-target damage.
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Nothing has really changed. The things that can be endurance drained die without Shock damage. The other things that would benefit from Shock damage can't have their endurance drained.
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Ok, giving stacks on attacks that actually get used is progress. Now can you make those stacks do something meaningful with Tesla Cage so there's a reason to push the button?
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The point is that Tesla Cage is not the electric hold Blasters are taking.
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7 hours ago, ForeverLaxx said:
I don't really see that as a problem, personally. The whole set got bumped with the Shock mechanic, essentially making the entire set better by default. I think most of the complaints are from people who want Tesla Cage to be a stronger, more "reliable" AoE damage button instead of a Hold and I don't think they're going to get that. It's just a bit of residual, extra AoE in a set that already has 3 AoE buttons to its name.
The real problem is that Tesla Cage is the worst single target electricity hold available to Blasters.
Shocking Grasp and Shocking Bolt are both light years better. Tesla Cage needs something. The current beta of this something just doesn't accomplish this.
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13 hours ago, Communistpenguin said:
Am I the only one to take Tesla Cage to use as a hold? I have the proc that adds a chance at +2 mag hold and its a solid boss holding power.
Lots of people take Tesla Cage as a hold. Single target holds are important to blasters.
The feedback in this thread is that the changes to Tesla Cage are sort of pointless since they do nothing to change Tesla Cage into anything new and its sole purpose and use is still single target hold.
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3 hours ago, ScarySai said:
Honestly, if the single target damage on tesla cage gets bumped up a lot, be it a hilariously roided out shock proc or a base damage buff, I'd call the set perfect.
Though, aoe proccing static would also be very nice.
Tesla Cage's chain lightning doesn't carry procs. So it's just always terrible damage.
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More Tesla Cage feedback.
AoE attacks need to add Static Charges. It's a paradox to have single target attacks convert another single target attack into an AoE attack. If there are many enemies, you aren't using single target attacks from Electric Blast, it has 3 other AoEs. If there is only one enemy, you don't get Tesla Cage to jump to anything.
This is just a nonsense design that is meaningless. If the point is to use Tesla Cage in an AoE scenario, it has to get built up with AoEs.
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2 hours ago, DrInfernus said:
Off on a trip for two weeks tomorrow but will post some builds when I get back if people are interested.
I'm interested, can't figure out how you're doing it.
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15 hours ago, DrInfernus said:
Favourite Sentinel secondary is definitely Invul though. It’s just beastly when you can cap S/L/E/N/F/C defence and S/L resist, AND still have Dull Pain there if you need it.
Please give example.
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1 hour ago, Maelwys said:
Since DarknessEternal brought up the notion of "nerfing" Fire Blast earlier... would it be more acceptable to rebalance such powers by increasing their animation time (like they did on Energy Transfer back in the day) or to lower their damage output?
Yes, because then we wouldn't have Blast animation times except Fire Blast which does more damage and is faster, we'd just have Blast animation times and Fire Blast just does more damage.
The double whammy of the most damaging powers AND the best animation times is just unacceptable.
question answered
in Dominator
Posted · Edited by DarknessEternal
So far, it sounds like the answer is "nothing".
I asked what they were good at, not what you can kludge together with expert play that then allows them to do what other ATs do with less effort.