Jump to content

Neogumbercules

Members
  • Posts

    337
  • Joined

  • Last visited

Everything posted by Neogumbercules

  1. I did a Storm/Dark Corr and it was really fun BUT I did give myself full incarnate powers. I used the auto-slot feature though so I'm sure the build was garbage. That said, I liked playing the set but I didn't feel like a god or anything.
  2. Personally I would take a longer cooldown on FA if I could hit more targets. I'd be able to keep the pressure up on foes that I've knocked down with M30. I understand the reasoning relating to wanting to maintain the sets identity, I guess I just don't agree. But...such is life.
  3. Can we discuss increasing the target cap of Full Auto to 16 to bring it in line with other T9 attacks from similar sets? What are some of the arguments against? Too many other cones?
  4. What's killing me, and I've seen others comment as well...it doesn't need to be this difficult. Buffing AR should basically be a lay up. Example, increasing the cone on FA. Easy. More targets please, but yes. We're just getting bigger numbers there which is all it needed. We don't need to re-invent the wheel here. It's kinda wild.
  5. If any power needs to be deleted in favor of Aim it's Buckshot. No one gives af about Buckshot. It's a mediocre cone on a set full of better AoEs, all of which would be improved by the inclusion of Aim and it's Gaussian's potential. I'd gladly give up buckshot to get a 162.5% damage boost to an M30>Full Auto wombo-combo.
  6. Actual feedback from playing: Storm Blast There's something not quite right with the sound effects. They are way too quiet and seem to get lost in other sounds or have the wrong audio priority if that even makes sense. Really makes the set feel weak even though.... This set is great! I love the visual effects and the snipe is truly awesome. Jet Stream seems okay inside of a storm cell Storm cell follows way too slowly but with a very high recharge build I can see it being useable most of the time when needed. Chain Lightning seems to pull aggro before the power effect actually hits the enemy. Seems like it shouldn't do that? Assault Rifle Ignite just feels weird. I can't quite put my finger on it but it just feels kinda broken with the way it leaves the patch and the enemy goes running. I get this is the intended effect, but I think it plays bad...The patch being tiny really does make it hard to effectively use against more than the initial target, which is not different than before, and I don't think losing the ability to place it manually is worth what we got. Something should happen to ignite, but this ain't it. As other's have suggested, making it a mini Incendiary Swarm Missiles would be A LOT better, then take the damage out of Beanbag because nobody cares about ST damage on AR. Just let AR be the big AOE damage set and leave it that. There is literally no need to overcomplicate things. Is the game going to be broken if AR is actually good at something? It's been an F-tier blast set for damn near 20 years now. Beanbag's animation is awful. Shooting out that blob, that loud fart sound effect, it just seems weird. I know this is how it's always been, it's always been awful. If you want to make beanbag better, start by replacing the sound effect and doing something about that arcing slow-motion hackey sack that it blorts out at dudes. Kinda want aim back. Beanbag's stun seems to be delayed. I hit an enemy with it and it takes a second or two for the stun effect to happen. Full Auto with a massive cone is nice but it seems wasted when you only have a 10 target limit. This is the penultimate AR attack. Like other nukes, it should have a 16 target cap, yes I know it's a cone. I don't care.
  7. Have you considered adding a chain effect to the the enemies nearby to the target? It would be kinda fun to watch the other enemies catch on fire and start running around (maybe add a chain to them so they run into other enemies and start them on fire)? This is starting to make me sound like a psycho.
  8. I just realized that Scramble Minds is a lot like the "Truth Bomb" power I suggested for the "Braggadocious" powerset a few months back 😄
  9. After seeing a lot of the comments here and thinking about this for a while, I'd have to say that I agree. Ignite should remain mechanically similar but with the annoying parts about it removed. I've previously suggested something like Incendiary Grenade, basically being a mini-version of the Assault Bot Incendiary Missiles attack. Bigger AoE, fast cast, leave it to the player to find ways to keep enemies put. Another idea I mentioned in the general feedback thread is to keep this change but give the DoT the chaining mechanic so it spreads to nearby foes. As it stands is seems pretty whelming, but after work I'll get on and test it out for real instead of humming and hawing.
  10. As someone who's been advocating for buffs to AR since live, I love to see them here. Most excited for the Sniper update tbh as it's painfully slow compared to my other ranged guys. Personally, I would argue for a target cap increase on Full Auto as well but with that massive cone increase it'll be way easier to hit more foes anyway, and it's gonna feel so much better. For Ignite/incinerate, I would love to see the "chaining" tech employed here to spread a dot to nearby foes as well. It would make the power really unique and I think the effect would be cool. For bonus points, add a -def debuff to Full Auto so you can have some synergy in the set between these two updated powers.
  11. I don't know what you might name this power pool but I woke up with the idea in my head and wanted to write it down. The powerset would be representative of an annoying overconfident heroic/villainous stereotype. This overconfidence will actually manifest through psionic buffs, debuffs, and control impairing effects. Deep insult: You unleash an insult against a single target that cuts so deep, it does actual psionic damage to them. Foes are rendered helpless while they process how to move on from such an insult. Attacking the effected target will snap them out of it and they may retaliate. Machines are mostly unaffected by this power, but may momentarily become passive while their logic circuits process what you just tried to tell them. Damage Moderate, foe Fear, foe stun(machines only). Swagger: You exude a presence of smug overconfidence that enrages foes around you, incentivizing them to focus their attacks against you. Such is the level of annoyance you exert, foes will actually receive a buff to the recharge of their powers, however because of their heightened emotions, their accuracy is reduced. Machines will notice your presence and perceive you as a greater threat, however, they will not be affected by the accuracy debuff, as they don't have emotions (hopefully). This power is not powerful enough to override the taunt effect from a Brute or Tanker, even though you think it should be. Toggle, PBAoE taunt, foe +recharge, foe -ToHit (machines unaffected by -ToHit) Celebrity Entourage: You selfishly believe your allies exist only to boost your own optics. Somehow, you psionically extend this self-important notion back to them. Any ally standing within a 5' radius of you has their damage resistance and damage output increased, as they are bolstered by your presence. Toggle, PBAoE, Ally +Reistance to all Damage, +Damage. Selecting Celebrity Entourage Unlocks: Share The Spotlight: When you are standing amongst other celebrities, you become your own entourage! The radius and effects of Celebrity Entourage double when another celebrity is within range. However, sharing the spotlight can be difficult on one such as you, so only 2 other celebrities can add to this effect. If a celebrity leaves, the radius and effects will shrink. The maximum buffs will be 30' Radius +15% Resistance (all), +30% Damage with 3 celebrities present. Auto: Boosts Celebrity Entourage Truthbomb: You unleash a blast of truth on a group of foes. Whether you are convincing them of the evil of their ways, insulting their intelligence, bragging about yourself, or trying to override their logic with infinite loop overflows, foes affected by this power will have random control impairing effects applied to them. Because each person is different, there is a 10% chance that any one of the following effects may apply: Knockdown, Stun, Confuse, Fear, Terrorize, Hold, Immobilize, No Effect, self-destruct (machines only). Some weaker foes may actually accept the truth of your statements and either switch sides, or simply throw down their weapon and leave (despawn). Machines are unaffected by most of these controls, but logic overflows may result in them self-destructing when they are unable to resolve the input provided. Targeted Ranged AoE. Recharge Long. Alternate last power Summon Followers: You use your mobile device to call out on social media for assistance from your deeply annoying but sometimes useful fanbase. Dozens of sycophantic civilians and opportunistic paparazzi appear on the scene to photograph you and beg for an autograph. The influx of people, flashing cameras, noise, and extra bodies will confuse a group of enemies around you. Civilians can be targeted by foes, so some may be defeated by enemy attacks. Don't worry though, they all have medi-porters, probably. Targetted summon - Multiple civilian critters are summoned. Each one has a small confuse aura around them. They can be targeted and defeated by foes. Civilians will follow you for about 30 seconds. Recharge Very Long.
  12. Does anyone have a macro that targets the oil slick and executes a power against it? Been experimenting but I can't quite get there. So far I've come up with this. /macro_image "PowerBlast_Explosion" "Explode Oil Slick" "powexec_name "Explosive Blast"" target_name Oil Slick
  13. Regarding Burn, Of course the knee jerk reaction to that recharge change is strong, I think one kinda has to really consider the burn flames inheriting AT mods, Caps, and modifiers, as well as a cast time increase and increased radius as pretty big buff especially for scrappers who aren't holding aggro and in non-farm situations where mods are more spread out. However I would love to take this opportunity to request a create a taunt aura IO (perhaps by modifying an existing Resistance set IO) that can be slotted by the likes of Dark Armor or Firey Aura Scrappers since their sets rely on enemies being close to be most effective.
  14. I have two favorite primaries. Fire and Plant. Fire because Bonfire with the KB2KD proc is amazing. Under domination, FlashFire is a big stun, and hot feet adds lots of damage. Plant because Seeds of Confusion is flat out the best AoE control in the game. It has a huge arc, fast recharge, and under domination it'll one-shot control anything short of an AV. Also, Carrion Creepers are awesome and can take a lot of procs. They add a lot of damage.
  15. I realized a problem in the build I posted in that I forgot Psy Shockwave only has a CHANCE to pop off the stun, so I am gonna amend my build to drop Fire Imps in favor of Flashfire.
  16. I too was recently building a Fire/Psi dominator and was about to come here to ask for some tips as well. My line of thinking is this build shines in a role of melee damage and soft controls so I put together this level 50 high-end build that has a strong focus on getting right up into melee range and smashing right along with the brutes, tanks, and scrappers. I don't take flashfire or cinders because I have perma-dom and Psychic Shockwave popping off a Mag 4 stun every 4 seconds. Edit: I ended up changing the build to take Flashfire because I realized that Shockwave's stun is on a %chance to stun and I wanted a more reliable hard control in the build. In addition to that I have Bonfire slotted for -KB which will ensure entire mobs are flopping for the whole fight as well. I went Ice Mastery because the combination of Sleet and Ice Storm on top of Bonfire just sounds amazing. Additionally, an almost perma-hoarfrost synergizes perfectly with Drain Psyche (more HP means more Regen) and will work well considering you live in melee with this build. Frozen armor makes sure we hit our goal of 45% S/L defense which will definitely help to give us an extra layer of protection from the melee hits that will be coming our way. Watch out for Cimerorans though, as their defense debuffs will make short work of you if you let them. Lastly, Hot Feet, a power which I usually skip because I find the running very annoying, is a perfect fit for this build because there is no escape. Obviously this build may not work quite as well if you exemp a lot because it's designed to have ALL THE SLOTS and certain powers are under-slotted because they are covered by IOs. For example I only have the perf. shifter proc in Stamina because I have perma-drain psyche. If I exemp below my ability to use Drain Psyche, obviously that's a problem. Anyway, here it is. Open to suggestions... This Villain build was built using Mids Reborn 3.1.2.5 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Dominator Primary Power Set: Fire Control Secondary Power Set: Psionic Assault Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Ice Mastery Villain Profile: Level 1: Char -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Rchg/+Dmg%(3), SprAscoft-EndRdx/Rchg(3), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(5), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(5) Level 1: Psionic Dart -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(7), Dcm-Dmg/Rchg(7), Dcm-Acc/EndRdx/Rchg(9), Dcm-Acc/Dmg/Rchg(9) Level 2: Fire Cages -- SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Rchg/Fiery Orb(11), SprDmnGrs-EndRdx/Rchg(11), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(13), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(13) Level 4: Mind Probe -- Hct-Dmg(A), Hct-Dmg/Rchg(15), Hct-Dam%(15), Hct-Acc/Dmg/Rchg(17), Hct-Acc/Rchg(42) Level 6: Telekinetic Thrust -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(19), CrsImp-Dmg/EndRdx/Rchg(19), CrsImp-Acc/Dmg/Rchg(21), CrsImp-Acc/Dmg/EndRdx(34), SuddAcc--KB/+KD(34) Level 8: Hot Feet -- Obl-Dmg(A), Obl-Acc/Rchg(23), Obl-Dmg/Rchg(23), Obl-Acc/Dmg/Rchg(25), Obl-Acc/Dmg/EndRdx/Rchg(25) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A), Krm-ResKB(27) Level 12: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(27), KntCmb-Dmg/Rchg(29), KntCmb-Dmg/EndRdx/Rchg(29) Level 14: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(31) Level 16: Weave -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(31), LucoftheG-Def/Rchg+(31), LucoftheG-Def/EndRdx/Rchg(33), LucoftheG-Def(33) Level 18: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 20: Drain Psyche -- DS:DSyncEndModRech(A), TchoftheN-Heal(21), TchoftheN-Heal/HP/Regen/Rchg(36), TchoftheN-Acc/Heal(36), TchoftheN-Acc/EndRdx/Heal/HP/Regen(36), TchoftheN-Acc/EndRdx/Rchg(37) Level 22: Tactics -- RctRtc-ToHit(A), RctRtc-Pcptn(37) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 26: Bonfire -- SuddAcc--KB/+KD(A), RechRdx-I(33) Level 28: Vengeance -- LucoftheG-Def/Rchg+(A) Level 30: Super Jump -- BlsoftheZ-ResKB(A) Level 32: Flashfire -- PstBls-Acc/Dmg(A), PstBls-Acc/Dmg/EndRdx(34), PstBls-Dmg/EndRdx(40), PstBls-Dmg/Rchg(40), PstBls-Dam%(42) Level 35: Psionic Lance -- Apc-Dam%(A), Apc-Dmg/Rchg(42), Apc-Acc/Dmg/Rchg(43), Apc-Acc/Rchg(43), Apc-Dmg/EndRdx(43) Level 38: Psychic Shockwave -- Arm-Dam%(A), Arm-Dmg/Rchg(39), Arm-Dmg/EndRdx(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(40) Level 41: Sleet -- AchHee-ResDeb%(A), RechRdx-I(46), RechRdx-I(46) Level 44: Frozen Armor -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg(45), LucoftheG-Def/Rchg+(45), LucoftheG-Def/EndRdx/Rchg(45), LucoftheG-Def(46) Level 47: Ice Storm -- Rgn-Dmg(A), Rgn-Dmg/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(50) Level 49: Hoarfrost -- NmnCnv-Heal/Rchg(A), DctWnd-Heal/Rchg(50), Pnc-Heal/Rchg(50) Level 1: Domination 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 -- Empty(A) Level 1: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(17) Level 1: Stamina -- PrfShf-End%(A) Level 30: Double Jump Level 49: Quick Form Level 50: Agility Core Paragon Level 50: Ageless Core Epiphany Level 50: Void Radial Final Judgement Level 50: Assault Radial Embodiment Level 50: Degenerative Core Flawless Interface Level 50: Banished Pantheon Radial Superior Ally ------------
  17. Water/ is great. Can't imagine it wouldn't pair well with anything.
  18. I had this thought regarding abilities like Darkest Night and the Rad Emission toggles and how they fit into today's version of the game. The powers aren't bad but I feel like they quite literally struggle to keep up with the pace of combat these days, so I'm making the following suggestion: Speed up the cast times Make the effect linger on enemies after they leave the radius of the anchor for 5-10 seconds. I don't remember if this is actually already in the game, so bear with me. This will allow the debuffs to remain effective for a reasonable time as the enemies incidentally move away from the anchor, or get knocked away. In the case of Rad, combine the toggle auras into a single ability. In my considerable time playing Rad I almost always put both toggles on the same target. Usually it's a boss or whatever enemy is strongest. To replace the new power slot, something that synergizes with the toggle would be cool. How about a single target debuff, if you strike the target of your debuff toggle it does a large AoE pulse mag 2 stun or something like that. Since I'm here I'll ask this question... Is there a way to disable the "toggles don't drop when the anchor is defeated" mechanic? I get why this mechanic exists, and in many ways it's good, but years of playing Dark and Rad have really programmed my brain to play a certain way and I'd like to disable it. Also, my suggestion about the effects lingering after the debuff radius is exited would kind of cover this problem anyway.
  19. Thanks guys. There's a million different options here. I kinda want to take both fr and bfr and just ruin bosses. I'm currently doing a home reno in the room where my computer should be so it's all just in my head at the moment. I was thinking ice/dev or ice/time. Might take /time since the free global recharge might make up for some missing recharge enhancement.
  20. I've been thinking about making an Ice Blast blaster (or resurrecting one I have mothballed) and I'm curious about these two powers for proc options. Ideally I'd like to slot the chance for hold procs in them but I can't get on mids right now to check if they take Hold sets. Besides that I'm guessing damage and... What else?
  21. I started playing an Elec corr not realizing that the SHOCKED effect is only 20% now. I think I read the patch notes that indicated it was +100%. Sadly, I'm not really sure it's worth playing around an end-drain mechanic just to eek out up to 20% more damage on drained enemies (that are probably dead/about to be dead anyway). There are sets out there that have more up front damage, or better secondary effects, or a real T3 blast, and they don't have to jump hoops or play at point-blank range to function. Unfortunately the buffs to elec are just extremely underwhelming to me, and I think the devs here really missed the ball on this particular revamp.
  22. I was thinking about dropping Volty (on my Corr) because, while it may be true that it's a great ST damager, it's unreliable since you can't specifically target it. Great if you're fighting an AV or straggling boss maybe, but overall, I was thinking it would free up room in my build.
  23. I tested an elec/dark/soul on Beta and found it to be very powerful and fun. /Dark is an amazing set that improves everything attached to it, and with Elec's new mechanics and power boost from /Soul it can really shut down a mob. Tons of soft controls, debuffs, end drain, recovery drain, scourge, Shocked crits, and two pets following you around.
×
×
  • Create New...