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Fusilier

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Everything posted by Fusilier

  1. I know pets can't make use of recharge reductions other then the summon power, but I was wondering if putting a set specific type decreases the recharge time of the specific power - I was tinkering in Mids with a Beast/Cold MM and maybe putting a stun enchancement set in Summon Lions for utility/additional form of defense and Mids shows a reduction in the base recharge of Lion's Roar, but I assume that's just a bug calculation.
  2. Bean Bag does more damage, does about Burst level damage.
  3. As an avid AR/DEV past and present, replacing Beanbag with Aim will make AR/DEV worse then it was on live in the earlier issues. Beanbag is needed for CC on pesky critters. Removing it would only leave Taser for any kind of CC defense, which it's range and shorter won't make up for. In a situation where I try to activate taser, most likely the Server says, "Got your kidney!" as the server ticks calculate the mobs attack before my own. In my opinion, AR doesn't really need Aim, but other powers could use some adjustments to make up for it. But should Aim happen, I think the better situation is to replace Ignite with Aim, and adding the Ignite patch/Incenorator effect as a chance proc to Flamethrower, with Buckshot having a decent chance (50-60%) to apply a -defense proc and as the knockback changed to a low magnitude knockdown/repel. Maybe keep Flamethrowers long dot as a form of balance.
  4. I am at a point where the game has basically become unplayable. For someone reason, the game has mixed my key inputs (not binds as I don't use them and may have a few macros for some characters). The first issue I had for quite awhile when I activated a power was it requeing itself to activate again. Didn't matter character, power placement, or tray number. The game basically doubled my input - this was not an issue as it mostly annoyed me after a mob as finished and them the group starts to move onward to the next group, a buff or heal would activate again on a team member. Today, I longed onto a recently new Elec/Rad defender I created and copied some TP target macros and a funny emote when my character uses Defiberlate. Joined a Yin task force and mid-way, I was pressing the 1 key (Neutrino bolt is on Tray 1, Slot 1) for a buff when my character didn't animate and the game said the power was recharging. Neutrino Bolt is a fast power, even when unslotted, so there is very little waiting for it. Then Rejuventing Circuit fired off (tray 2, slot 1). Further quick testing of other powers (1, 2, or 3 keys) activates powers in the Tray 2. Swapping Tray 1 with Tray 2 kinds corrects the issue, but throws off my gameplay, as I usually keep attacks on the first tray and look there for when a power recharges. After the Yin task force was finished, I jumped onto another character and it persisted on that character as well, a press of the 1 key activates tray 2, slot 1. Tried options, resetting keybinds to see if that would fix the issue, no dice. I guess I should mention as well, all my newly created characters chat bubbles start off as as my main character, which was the first character that I colored its chat bubbles. So, suggestions?
  5. Let's start by asking why you feel AR needs to be changed because you consider a bean bag or flamethrower as not conceptually an assault rifle. It would be easier to retitle the set as something like Assault Armaments to fit your criteria rather then rebalance a set after adding Aim. Also, after AR gets Aim, let's homogenize the other the sets to all have a more uniform playstyle. I suggest lowering fires damage and adding a secondary effect. One of the AEs should be replaced in each set to have a knockback. Siren's song in Sonic Blast should be changed to a single target sleep, much like the other sets having one control ability. Let's stop comparing each set against each other and just delete Beam Rifles, as that is a clone of Assualt Rifle. As a long time time AR/D since COH launched, I don't feel a need to compare AR to the other sets. AR plays a different way, when other blasters have popped their climax powers, I keep trucking along, laying down my cones from the back while the other blasters are waiting in the back for their climax powers to recharge.
  6. I recently recreated a Sonic/Electric blaster and have gotten it up to the mid teens (early 40's on live). From my experiences, Sonic/ leans to more of a debuff/CC centric mindset then raw damage (Even AR/DEV can out damage it with a couple AE combos). What it lacks, it makes up with it's potential (debuffing and Siren's Song). I choose Electric as it's the more CC focused secondary with more options and use the powers together is a reactionary manner. Typically I would Siren's Song as an opening on a group and follow through (on the most perceived dangerous NPC) with Screech to stun the first target and then Electric Fence to hold it in place and finally finishing up with Shriek and Scream (shout if the NPC had a lot of health left.) While those powers recharging, use Charged Brawl and Havoc Punch another, rinse and repeat powers as necessary. Pop Power Sink if low on endurance; use Shocking Grasp on target's that closed fast, but need to be controlled quickly. Thunder Strike, Howl (and even Shock wave in groups in certain situations for additional -res) and Lightning Field were more situational depending on the current circumstances.
  7. Fusilier

    Devices

    Ignite is one of those situational powers in the AR/DEV combo and is best paired with a power like Toxic Web Grenade. In my own opinion, it is highly under rated and a hefty boost to AR's single target damage line, better then Sniper Rifle, and comes with a pretty decent Defiance damage boost to boot. I reemeber back in the day when I discovered Ignite. It was just before or right after Defiance 2.0 was implemented. I was tired of the AR/DEV and 35+ game, where the combo lacked the oomph of other sets and everything had painful, frustrating CC even when soloing. I decided to respec away from the AR/DEV AE/Trip mine centric build, picking up powers like Taser and Ignite and even slotting Web Grenade (before it was Toxified) with immobilization. I was happy with the new build and could do simple things like Bean Baging a pesky mob, tossing a Web Grenade and then backing behind some cover to place Ignite on it, which does not require LOS. Ignite was also used on AVs for some serious damage due to not being affected by the fear when the triangles were not up. All in all, I highly suggest Ignite for an AR/DEV build if you can fit it in, even if it's situational.
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