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noogens2

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  1. I haven't seen this mentioned anywhere yet but the customized attribute monitor window is showing different things between live and beta. I've verified this with newly transferred characters and ones that already existed on beta. I'm not sure what Gravity is supposed to be but luckily I've been able to go in and recustomize the window to what I had before. This has been happening since the first public beta build. LIVE BETA
  2. For a suggestion, what about another default chat tab that only has the "Looking for Group" filter enabled? This actually helps anyone who likes to PUG a lot and lets players easily see all the teaming requests without all the extra stuff shown in the global channel. I actually do this for every character I create.
  3. I'll agree with the others saying that some of the changes are "balancing" the fun out of powers, especially regarding the long recharge times of many powers. Can I suggest that instead of just altering values at 2 to 3 times base values that we instead allow more incremental steps like 1.25, 1.5 and 2.5. For instance, epic holds could be set to 20 seconds which is 2.5 times the 8 second controller/dominator hold recharge and in my opinion a better balancing point than 24 seconds. The new dominator tar patch recharge could be set to 120 or 135 seconds which would be 1.33 or 1.5 times the base 90 second recharge. From what I remember from live, the original intent of the epic pools were to round out the ATs weaknesses and allow for some cross-AT functionality. For instance, all the squishy ATs got defense toggles, blasters got CC powers, and controllers got real attacks. I think that epic powers should still stay strong allowing for more flavor and more variety of builds. The overperorming powers should be "slighly" adjusted and the other powers should be buffed to compete.
  4. I just tested this on a fire controller and it's much weaker there as well. It looks like a global nerf contrary to the release notes.
  5. I played an end game arsenal/aresenal dom for about 3-4 hours and have these thoughts. The set is fun but the damage feels like on the lowerish side as it took me longer to clear mishes than my other doms. It may be due to the amount of heavy lethal resistance. Maybe allow more variety of proc slotting like Savage. Also single targe damage "feels" slower due to the slower DOT on the T9 power. Since this set is unique to the AT, would it be possible to have the knockback turned to knockdown for most or all of the powers? It would be nice to have the "knockback slot tax" be shifted to the fewer players who want do KB and make them slot KB enhancements versus most other players having to slot KB2KD enhancements. Making this change would free up slots on already tight dom builds. At the minimum it would be nice for trip mine to have that change since the power is meant to be the quasi-pbaoe power in the set. None of the other dominator pbaoes do KB. I wish there was slightly more flavor such as a pbaoe like dragon's tail but with a 360 gun fluorish.. Overall it feels a bit middling performance-wise but fun enough to roll on live. I already had a ghetto gun-troller AR/TA blaster so this will be up my alley.
  6. I noticed that I've been missing a lot more as the mobs are running maneuvers. I also didn't know why I was faceplanting so fast until I looked at the combat logs. What is this Stygian Return power and why is it so strong for being autohit. Is this intended? It's extremely lame if it is.
  7. I tried 3 general content end game builds on the test server. All the builds had fold space (my fave power) and skipped both flash and phantasm due to a tight build. I fought 4/8 difficulty missions with and without bosses depending on the faction but mostly tested on CoT and Council maps. ill/energy/ice - I wasn't fan. Energy's AOE is pretty lackluster and mobs tended to scatter because they didn't die quick enough. Adding Flash back probably would've helped the scatter but I probably still wouldn't have liked the combo. This build would probably be better for content that prioritizes taking down single hard targets. ill/sonic/ice - This combo is pretty nice and had decent clear times due all the -res being thrown around allowing PA to hit harder. Sonic is a also very solid all around assault set. ill/martial/ice - My fave combo. People poo poo on martial but it has good synergies with the right primaries and a decent build. Mob scatter was greatly mitigated by the knockdown of dragon's tail with the slow of caltrops and sleet. Dragon's tail's knockdown also helps with damage mitigation and frequently procs force feedback to help PA recharge faster. Out of the three builds, this one was the quickest on average clearing missions. If all you want to do is AV hunt then this would be the weakest of the three builds.
  8. The base flash arrow debuff for every AT shows to be lower than intended. Defender patch notes - 15% Actual in game Defender 9.38% Corrupter 7.5% Controller 7.5% Mastermind 5.63 %
  9. Are the numbers wrong for flash arrow? The base debuff numbers in game are much lower than in the patch notes.
  10. I'm still on the side of being able to light Oil slick arrow within the powerset. I just don't see the balance issue where some characters can easily light it with their other powerset while others have to use origin powers. This may be an unpopular opinion but I propose that glue arrow be made more similar to the blaster version where it has a minor DOT which can then be used to light OSA. I do like all the other changes so far though. I do wish that EMP affected self as well as teammates though.
  11. When I pulled up the patch notes today, I was excited to see all the changes until I got to travel changes. The ease and speed of zone travel on Homecoming is one of the highlights of this server over other servers. All those legacy TFs with the multitude of timesink zone changes were made much more tolerable and less grindy with the slash command. Having to rely on a plethora of teleport powers to roughly approximate the current ease of travel makes the game both more complicated and less fun in my opinion. I would be more ok with losing the slash command if the P2W option had a much lower cooldown like 30s.
  12. Ok I'll eat a little crow and say that @kiramon was totally correct on the proc chances of FF in Feral Charge. I'm not sure why my initial observations didn't match the reality of how often it fired in the power. I don't know the exact radius of the AOE portion of the power, but if it's 10 ft, it would mathematically have a greater chance to fire than unkindness at 2 enemies or above (like @kiramon said). So I readded FF back to that power in last iteration of the build. So I put up what will probably be the "final" version of the build. I did manage to six slot creepers, keep Ice storm, keep unkindness procced out (with less procs), but had to drop the first melee power (RIP low level attack chain). I was also able to fit in Gaussian in Spot Prey. The recharge is much better now with FF in both call hawk and feral charge. The build lacks some of the great unique IOs like preventative medicine or shield wall but those can be added if you drop procs from attacks or chase less bonuses for defense Thanks to the community for the feedback.
  13. EnjoytheJourney took almost all the Dark powers which makes the build very tight but here is my take with those same Dark power selections in mind. This build is permadom and soft caps to S/L/R if you're willing to boost the defensive toggles to about +3. The set bonuses in the defense toggles powers aren't game changing when exemping and LOTG recharges don't have to be attuned to work at lower levels. I removed Hoarfrost and Consume in favor of super speed and manuevers. You shouldn't need a great amount of healing when you're soft capped and have lots of -ToHit in your powers. I also like to take Ageless Core at end game for endurance management and extra recharge. For end management while leveling up, I like to buy cheap Serums from the P2W vendor (I know it's lame) but this allows more flexibility in builds. If you don't mind underslotting a pet, you can move those slots to proc attacks or add more defensive uniques. I personally like to slot flares with at least 2 slots for lower level play but I didn't slot it here.
  14. It's all tradeoffs. Originally I had FF slotted in both Call Hawk and Feral Charge. From my playing time, I noticed that Call hawk was procing FF much more reliably for me so I switched to another damage proc in Feral Charge. Feral Charge only has a 5 target limit and a smallish AOE so you're not going to trigger a low PPM proc that well. From personal experimentation, it appears that the the initial target of feral charge doesn't take account the area factor but the AOE portion does take it into account hence why less procs occur on the AOE portion. I didn't say that FF doesn't proc in that power. It just doesn't proc enough for me to give up a slot to something more reliable and slots are very tight in the build. As far as not slotting Creepers, again it's tradeoffs. For my playstyle, I would rather focus procs on powers I use all the time rather than on something I pop out occasionally. I have creepers six slotted on my Plant/Fire but on this build I preferred to focus on the Savage powers. When you have a whole secondary dedicated to damage, I don't see it as a major loss. Everyone's build should be tailored to his or her playstyle so you do you.
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