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BitCook

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  1. Sorry maybe my meaning wasn't totally clear. I meant that to really participate in endgame content you probably need someone that is at least softcapped or at least has pretty good defensive values to one or more categories that you are facing. Weave + CJ + Maneuvers + 2x defense IOs are pretty standard on a lot of builds because it's just kind of needed. PB + Farsight allows a defender and to a lesser degree a controller/corruptor to achieve the softcap result by underslotting or even not taking a few of those powers. It lets them focus on more things to prop up their anemic damage. Again, Force Field and Cold can give you about the same defense with three powers and can do that from level 6-12 on. PB + Farsight is a late blooming combination that requires a specific epic pool and since they are not toggles requires frequent reapplication. While I would agree the power is an outlier, it's not as bad as people make it out too be.
  2. There is some truth there, but Dominators do not take that much effort to get to perma dom. A couple IO sets and Hasten and you are pretty much there. It's not like building in some global recharge is something that people don't want to do. Most toons get the most bang for their IOs in doing so. As for the increased chance, again I like it better. Regardless of the control you are using at least you are building to something that will help you actually control something. I'm still of the opinion that significantly upping the chance for controllers to control is the right move. Dominators already get something that ALL endgame teams want. Damage. Controllers don't have that. Frankly, they should always have been the better controller between the pair, however, that was not to be. More slotting options are good, but the chance has to be high enough for me to want to do this as opposed to just putting 6 procs into it because that's my most damaging attack and frankly it's better than holding something anyway. If it became a reasonably reliable way to one shot bosses and EVs and a reasonable chance to build to hold an AV then I could see slotting for it. Until it's better than a 5-10 or even 30% chance I probably would still six slot damage procs. In that we disagree. Don't get me wrong. I love controllers. My fist character on live was I3-4 and was a controller and I had/have dozens of combinations at 50 both from old live and here. However, in this environment, and to some degree at the end of live, their purpose on a team has mostly vanished. This isn't because the mechanics are bad. It's that they are no longer needed. Honestly, to most teams, a controller is dead weight even if they were able to one shot hold Bosses/EBs or to a lesser degree AVs. Toons are too survivable and fights are over too quick for controls to be relevant to the current version of Live. Sure, they're nice. Yes, you can occasionally carry a bad team, or have a moment where you just let loose with your arsenal to save the team from an ambush... but the sad thing is that those are memorable because they are no longer all that common. What I just described, most toons call an average day. We can remember those incidents where we felt like we contributed because most of the time... we don't. Now mechanically, are they broken? Probably not. Will this change make them better, yes. Will it make them needed? No. Not because it isn't a good idea, but because the fundamental balance of the ATs and game has shifted to make them less needed. Oh I have no illusions that it would happen any time soon. That's a core system and changing from binary to non binary is a pretty major shift. It's just what I would do. Your idea is a good one. It solves the problem of not having a reason to cast a control. I don't think it's going to solve Controllers and their issues for the stuff I mentioned above.
  3. (If I replied to this already... forgive me) It's not that much of an outlier. Forcefield already gives ~25% to everything with two powers that are available by level 6. Plus with Dispersion bubble can keep the team at comparable for three powers available at level 12. That's not that far out of line than taking an epic and having to heavily slot Farsight and Global recharge to get 32%. Really... the only difference is that Force Field should also apply to the caster and then there would be parity. Cold can get to 30% ish with it's two shield and Arctic Fog. So, again, I don't get it. In terms of balance, it's not as huge of an issue as anything that directly relating to the insane kills speeds which destroy entire ATs. A defender/controller being more survivable really only impacts Tank/Brutes jobs in protecting people and even then they are still squishy enough that Aggro management is not invalidated. Kill speed ruins Control based ATs and severely harms Support and Aggro management ATs. When you are looking at which problems to fix or address, yes, you could tweak down PB+Farsight. Or make PB more intuitive in what it works on... or perhaps better effort would be to make changes that allow all of the ATs to start functioning in the manner that they were intended too. Minor outlier vs. Marjor issue.
  4. That is true, and it usually compensates for the pain in the tail of chasing mobs all over. Also the increased time that mobs are in the engagement window for ranged toons is a balancing reason to do so. However, at some point, when the ability to engage multiple targets and clear them gets too high/fast... then really playing anything other than a damage dealer is pointless. The PBU + Farsight mechanic gives those toons the ability to underslot a lot of defensive powers that have become nearly defacto for anyone wanting to participate in the endgame content. It gives those toons creative slotting opportunities to put Procs in places and feel like their damage output is almost relevant. Yeah, giving 32% def with two powers is probably a little nuts. However, those toons already have low damage output and have to work to come close to being relevant as it is. Until that balance is solved, correcting that interaction just removes viable builds from underperforming ATs. If that balance is reigned in... either by making mobs harder, lowering damage from the damage dealers, or any other combination to reduce time to kill is taken across the board, then yeah... there should be less items and interactions like this in the game. But I think this game is a long way from that point.
  5. I find it strange that in the current state of the game, where Kills speeds are so over the top, that we're worried about ANY combination from Defenders/Corruptors/Controllers/Dominators. There are a few niche builds that do pretty good using some interesting mechanics like this... or heavy procs. However, they pale in comparison to your average damage dealer. When I build one of the above mentioned ATs it takes stupid amounts of effort to make a character that doesn't get slapped around in the endgame and can contribute something positive to the team. Builds for those ATs tend to be very complicated. Turn around and take Tank/Brute/Scrapper/Blaster/Stalker. I have found those builds nearly simple by comparison with a lot more in variety to make them decent. I would rather see more options to make those ATs more viable, not less. Currently control sets have little purpose in any end game content. Support sets are good, but again with the end game environment, most people already have the things that support sets historically gave, so their place is becoming superfluous as well.
  6. Sadly, there is NO controller that is suited for todays fast paced steamroller teams. There is literally nothing you bring to the table that the team will need that another optimized damage dealer will not add more to kill speed. The problem is that damage has exceeded difficulty and lots of end game toons can solo +4/8 with reasonable clear speeds. When you have a few of those toons on a team, no controls, buffs, debuffs, or aggro management is going to matter at all. With that said, I love controllers. Sadly, they're just not really useful except solo, small team, or levels 30-45 with non exemped characters.
  7. Well it had more to do with Controllers then being totally useless... and, the Melee people all getting mad that they had to move to fight the AVs who ran all over the place.
  8. I think the frequency is a little low if this is the only fix that's put into place. It's really easy to make Perma Dom, and no one complains about them being too OP. Even with being able to one shot hold bosses, they are still considered relatively weak. So I think you could up them a little and still not really be any big deal for a majority of the player base. If you want to "fix" controllers with this, then it probably need to come up enough that it's something that you count on perhaps half or more of the time. I don't think that giving a +1 mag 60% or more of the time would be that unbalanced. Again, Dom's are already there 100% of the time and no one complains about them. At the end of the day, there are several playstyles that need to be examined. Solo - The controller needs their controls to make up for Middle Tier Defense, bad damage, and terrible HPs. This idea helps them a little, but probably not enough for them to do things that a lot of other ATs take for granted unless the frequency is upped a lot. They need their controls to land with reliability and being able to juggle two bosses is not that uncommon. Team - It works better here at low frequency because at present no one counts on Controls to really make an impact. While it makes most of your casts worthwhile, it doesn't give you a role to play if there is no Tank/Brute to eat an Alpha. In the 25-45 range, controllers are still pretty similar to Live and that's really where they can mostly fill their roll. They can stop a good chunk of an Alpha and have some other powers to get the Bosses or Heal/Absorb/Dodge enough incoming damage to survive. AV/GMs - It makes each cast worth using, but probably doesn't make anyone care if you are there or not. Makes the controller feel pretty cool when you hold a hard target. Frequency for this is fine, although I still think giving them a higher chance of +1 Mag makes then better at stacking and thus a little more useful. Farming - No real help as it's not predictable to make much difference. Farm characters already have enough defense that they can soak Alpha as it is. If the frequency of a +1 is higher, then it might help them enough that we would see a few more farming controllers again. So the idea in all cases helps although for me, I'd up the frequency of a +1. I think it's relatively easy to code as it uses existing mechanics and the mag system is well understood. It gives a reason to cast and given that Doms have long had 1 shot boss holds, doesn't break anything. The controller, like other classes that rely on debuff has a resisted debuff. So the values that you would rely on get drastically reduced. There are a lot of threads about this. I would propose that allow Controllers and Doms to have an additional UNRESISTED debuff based on the control that was resisted. So yes, say you are hitting an AV with a hold. If the secondary effect is -rchg, make it decent, say -30% and both unresistable and unstackable. So if two people have failed holds, you are still at -30%, just the duration extends. The AV is quasi held, and there is damage mitigation to the team that is noticeable. I agree that the control is the main draw. However, when it is binary with long durations, you don't have much options against hard targets other than make them totally trivial, or make the controller totally trivial. There are no other powers in the game that are essentially ignored in content. Your damage can be reduced, but you still do damage if they have high resistance. Your debuffs are reduced, but they still count for something. I think that there should be an effect every time that you case. Even if it's something less than you wanted. However, that takes a lot of new code and mechanics and might be out of the capabilities of a volunteer development team.
  9. Exactly. Well said! Control, Aggro management and to a lesser degree Buffs and Debuffs are really just not that important in the end game. Yes they can be useful, but when the damage dealers get strong enough to take an alpha and do enough damage solo to wipe out team content, there is a strong argument that you are hurting your team by not bringing an optimized damage dealer.
  10. Because they have Damage to actually kill things. Don't get me wrong, I think Dominators should have some more defensive options. But kills speed is ultimately what judges good powers/ATs from others. There are perhaps a few support sets that people are excited to see... the rest are a lot of MEH from the playerbase. Not because they don't do some okay stuff, but they don't add things that players typically can't do on their own. -DEF is great... until you have characters IOed out who can hit +4 on their own. -ToHit is fantastic, until most characters get to SoftCap. Kinetics, Storm, Cold, maybe Poison are always going to be welcome... the others... I mean they're nice, but in the typical end game, not really needed all that much because of the power diversification and creep.
  11. Sure took me a moment to read through the thread and think about it. Before I comment on the idea, part of the problem with controllers is the perception of how they work. The Dev's had put the PToD in place because they said punching statues is boring and to an extent, they were correct. However, it is functionally not that much difference in the current environment where a tank can be soft capped to Def and Res and ignore the AV taking all of the aggro. In each case, the team essentially acts against a helpless foe that is of no threat or consequence to the team. I always hated the logic behind the PToD because it basically favored a certain style of gameplay for damage mitigation. For controllers, before I would want to sign on to any proposal for changes, I really feel the underlying assumptions about the class really need to be addressed before meaningful useful changes can be applied. Additionally, since we overlap with support sets, an examination why support class characters can not buff themselves on a majority of abilities should be revisited in this same conversation as well. Because the goal is to have fully functioning, fun ATs for use. Okay, enough of my soapbox. As for this idea. I don't mind it. I think it's probably an easy code solution and works with the existing mechanics. I think it would address some of the differences in how people see Dominators as better controllers. I think it would at least allow Controllers to feel a little use in their abilities when fighting tough enemies. I'm not a huge fan of the unpredictability of it, but at least it gives people a reason to use their powers. I think probably a better global solution would be to have tangible secondary effects that are essentially unresistable (or high enough to overcome hard targets natural resistance) that occur when you take away the control aspect of a power. I would think that resisted holds incur some kind of unresisted slow. Stuns might be a hefty -to hit debuff, or something like that. Turn the hold powers from being 0/1 binary powers into something that is a noticeable effect. I would think that the debuff would be something that would be additive for duration, not necessarily something to floor a target or you get back to the same issue you had with trivializing fights. This would mean that regardless of what control power you used, it would be effective in some manner. Especially since Controllers and Dominators are given less defenses because their controls are supposed to allow them and their teams to survive.
  12. I do hope ATs that currently don't have much place in endgame content get looked at. Controllers, Dominators especially have issues as CC powers are mostly irrelevant. Things that you can control die so fast that it doesn't really matter. Things that don't die quick you usually can't control. Support sets have such anemic damage, outside of a few builds that are proc centric or a certain combination. There's no reason for that any more. Not being able to self buff has always struck me as wrong. Can't wait to see what ideas come out for them.
  13. So at first I was going to dismiss the accuracy issue. I've never used either Kismet or Tactics and hitting +4 mobs has rarely been an issue. Usually I assume it's because of all the IO bonuses. However, I did look at a few powers and noticed that at 120% accuracy, I might have some challenges at +4 content. I'll run some tests to see, but that is a good point. Dropped 10% recharge to shift some slots around. That let me get Kismet and a couple accuracies into powers that weren't fully up on their accuracy. I did swap in Tactics, but I'm still on the fence about using it or just leaving assault in the build. That can be with testing down the road. As for the endurance, yeah... I know I have two powers, but when one misses, and it will, gasping for END is no fun. I want to make sure that I have the sustainability to keep going because all the defense is based on toggles. No END = faceplant. Plus the END sets are really nice in that they give be +DEF and +RCHG. That's probably better than a third hold which would drop me more RCHG and give me a little more control. Being able to continually rain sleets and storms is what tended to keep the character alive. Plus Heat Loss is not perma. I'd need some more recharge to make it perma which would likely drop my defenses further. Here's the V2 version. Changed a few things around and tried to keep as much +RCHG as I could.
  14. So I've been looking for a character that is a good all around performer. I wanted them to be a good content runner, able to handle decent + levels of minions, light farming (+2/3), potential AV soloing. So I started with a Cold/Ice defender, but while it was okay, it didn't scream great. I switched to Ice/Cold and so far I think it's way better. Here is the build that I've been testing. I think it's pretty good, but would happily take suggestions on it. So here are the highlights: * Ranged Softcap defense with hover and mediocre resists to back them up * Two automatic heal procs for about 400 hp/min * Usually can put out -60% res with bursts of up to -110% res. VERY team friendly for that. * Team buff to spike END in Heat Loss. * Team buff in shields * Decent AOE chain with Blizard, Sleet and Ice Storm * Very strong ST attack with holds built in * Full stealth for mission running * Great maneuverability in enhanced Hover Villain Plan by Mids' Reborn : Hero Designer 2.6.1.25 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Magic 8all: Level 50 Magic Corruptor Primary Power Set: Ice Blast Secondary Power Set: Cold Domination Power Pool: Speed Power Pool: Flight Power Pool: Fighting Power Pool: Leadership Ancillary Pool: Flame Mastery Villain Profile: Level 1: Ice Bolt -- SprMlcoft-Rchg/Dmg%(A), SprMlcoft-Acc/Dmg/EndRdx/Rchg(3), SprMlcoft-Dmg/EndRdx/Rchg(3), SprMlcoft-Acc/Dmg/Rchg(5), SprMlcoft-Dmg/Rchg(5), SprMlcoft-Acc/Dmg(7) Level 1: Infrigidate -- AchHee-ResDeb%(A) Level 2: Ice Shield -- LucoftheG-Def/Rchg+(A) Level 4: Hasten -- RechRdx-I(A), RechRdx-I(11) Level 6: Hover -- LucoftheG-Def/Rchg+(A), BlsoftheZ-Travel/EndRdx(11), BlsoftheZ-ResKB(13), RedFrt-Def(13), ShlWal-ResDam/Re TP(15) Level 8: Kick -- Empty(A) Level 10: Glacial Shield -- LucoftheG-Def/Rchg+(A) Level 12: Freeze Ray -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(15), Dcm-Dmg/Rchg(17), Dcm-Acc/EndRdx/Rchg(17), Dcm-Acc/Dmg/Rchg(19) Level 14: Ice Storm -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(19), Artl-Acc/Dam/Rech(21), Artl-Dam/Rech(21), Artl-Dam/End(23), Artl-Acc/Dam(23) Level 16: Aim -- GssSynFr--Build%(A) Level 18: Bitter Ice Blast -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(25), Apc-Acc/Rchg(25), Apc-Dmg/EndRdx(27), Apc-Dam%(27) Level 20: Arctic Fog -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(29), Rct-Def/Rchg(29), Rct-EndRdx/Rchg(31), Rct-Def/EndRdx(31), Rct-Def(31) Level 22: Tough -- StdPrt-ResDam/Def+(A), UnbGrd-Max HP%(37), UnbGrd-ResDam(50) Level 24: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-Def(33), RedFrt-Def/EndRdx(33), RedFrt-Def/Rchg(33), RedFrt-EndRdx/Rchg(34), RedFrt-Def/EndRdx/Rchg(34) Level 26: Bitter Freeze Ray -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(34), Dcm-Dmg/Rchg(36), Dcm-Acc/EndRdx/Rchg(36), Dcm-Acc/Dmg/Rchg(36) Level 28: Benumb -- Acc-I(A), RechRdx-I(37) Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-Def(37), RedFrt-Def/Rchg(39), RedFrt-Def/EndRdx(39), RedFrt-EndRdx/Rchg(39), RedFrt-Def/EndRdx/Rchg(40) Level 32: Blizzard -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/EndRdx/Rchg(40), SprScrBls-Acc/Dmg/EndRdx/Rchg(40), RechRdx-I(42) Level 35: Sleet -- SprScrBls-Dmg/Rchg(A), SprScrBls-Acc/Dmg/Rchg(42), SprScrBls-Rchg/+End(42) Level 38: Heat Loss -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/Acc/Rech(43), PreOptmz-EndMod/Acc/End(43), PreOptmz-EndMod/Rech(43), PreOptmz-EndMod/End(45), PreOptmz-Acc/Rech(45) Level 41: Consume -- PreOptmz-EndMod/End/Rech(A), PreOptmz-EndMod/Acc/Rech(45), PreOptmz-EndMod/Acc/End(46), PreOptmz-EndMod/Rech(46), PreOptmz-EndMod/End(46), PreOptmz-Acc/Rech(48) Level 44: Fire Shield -- GldArm-3defTpProc(A), GldArm-ResDam(48), GldArm-End/Res(48), GldArm-Res/Rech/End(50) Level 47: Assault -- EndRdx-I(A) Level 49: Fly -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(50) Level 1: Brawl -- Empty(A) Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Scourge Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(7) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(9), PwrTrns-+Heal(9) ------------
  15. I think there might be an issue with Corruptor and Defender AT modifiers. I created a Elec/Time and Time/Elec to see the differences. However, across the board the defender has more damage, which is odd... First a direct compare of powers: I'm looking at Short Circuit as I have that slotted identical. I've taken out Vigilance so there's no +DMG for the inherent. I would expect the corrupter to be higher since they have a higher damage scale. So the defender is showing more damage, which all I can guess is that it's an AT scale issue. Here are the build links. Defender http://www.cohplanner.com/mids/download.php?uc=1448&c=692&a=1384&f=HEX&dc=78DA6593594F135114C7EF4CA7624B179062C1B2B42C2D14E982BE9B00D5A86088185F9B4999C224A56DBA447CF42BF8E28BEBA30F6E2068F46BA8717BF4C10D282226FA329ECEF9D3369949677EBDE7DC7BFF67B9777E6DD6F5F8DC8D3342F2CCE4D472393DAB65B5FC92566A5BCCE85A3EA389FAD346EFE0A1273D5DCD666357F4552D3DAFE6F56235A756F4423ED8F05F56F3CBDA522C95D33295929E5173E969DABA229C0B85422EB658D4B425AFF9774E53697E79452FBA0EC7453DBFEC360767F5E5950A8D02A9A29E89CD144AA56AB15228A5170BD51C09972B5AE97A0FC515A6F7AD8F3E523D52C32EB66D422415E1F9C9ECF8C1ECFB0E7E630E7C653E92051E431609C5B4C949708AF9CE87ED8561935ECBA62DFA0A7CC99CDC623E21D878AEDDF687D72B07E06FE6917D708F79B4C61CA242DB390FC93E21D807BEF7711FEA71B619F48864CBF729A93AA0EA80AA13AA4EA8BAA0EA82AA07AA1F68E7765EABB4A7B82AC3FF389B6195C2E927AE4AE678E480ED9D148A9B2315EE6EF63D239797F791BC0F795E07A2FF481A9DE850E72E6B1CDB077798BE3DF017F3788DB94E5B7521B7AE75F836983DCFC14DE6892DF005E6519CDD88B31B71CA64F3F37EC26F56EF1345D78BDAF69A96784B6D37483F00FD4092F31A409D82E7791C427D42F5BA51BD42A8938DB4FA595FEEF7732D07FEF2DA680F8F3F93FA20E60C9A8AC196EF1A4D1E8277688A578E27C1387393C44611E128BA1A4697C3E87A18A720825311C129F9E212620C5D1B43B7C6C16BB4FD8479F20DFBC4039E7FF23E780FBCCB9CBC03DEC659A7CC63883B86CAC79DA087F986324FA0130933DB3EA5711BE957B75C8C362C46D4E24D582C498BE594C572DA6299B3582E352DC682D2B8FF4232BD8E8EC62D37B69DE4955ABDBB4D8B2C85B847235739E7C8056244113B9655B5A645926EF1F919B9C9FC0FDC662564 Corrupter http://www.cohplanner.com/mids/download.php?uc=1471&c=673&a=1346&f=HEX&dc=78DA6594594F13611486BF596AED468BD085BD85524A8181AAF726201A1412628DB7CDA40C3049699B2E112FFD0BDE78E37A69A20846D1E89F30FE062FDC508C80D49BF138E7B525994926CFCC7BD6EF9CCC2C6D5EF46F5DBE7D4148C1B9A25EABE5E7CAD56AA3522F57DDB98269940A8622E872D39D6899F2D7F4D29AB1A2CD178D42BD6A16F4627E9682EBF1B6C76C637555BB6E6E18F925BD64561A45BD6E964BC2BB5C2E17B55CC5305602F6E325736DBD6E96D682F6DBA2A1AF18D5DABA59F1FF7FAF90B16FBE6216B476F25CB951A4BCB5BA51BD15A3CE5274876581CB92C524BD6455216BE01473BBBBE52344AFB0B51DD224D65CD29E626BA96FCCB1AFE017F03333F389F9826215D454DE718DE45B666A971921B890DF35AEDADAA93438C63C9362768F82496654E6C9FF8B751FB176FA103C607A7F813F916B9F19A3580FCEEA79C2BDF4107CC8E7DBE133F8B7C1E7CC8E2D66E819F894394C8D04EC415952608267D701BEA439049137F807E76F32A78F99D9DFE01178C8EC257422B633CB5A6C01B679AEDDBB21D9ECD7890344C4BEA2BA5D1CAB74C127029F086263E847A6FEC39847D8A24B28A44471A2E859F61E8C72B44AB61EB6C93D61CE3CE8053B98BB54BD8F7D5C7DF049C03602DF111FE8672603CC4ECA3F80DA03889D0AE194D4F010263284ADC7B1F538B61EC7D613D87A025B7F4D3D0D73AC34FC1E1BF8C07C43B6519C69B4C9FE5339D4C6266FD218D2F6F760B9D28FD967FC11F8107CC0CCDC07EF3137297682F32B134D9EE7E40178081E333FFA85D0D0A786DAD360846633C379C40C66D3AF9EF872EDED5DCDB4142BE3B0CE3894AC4339E750CE3B94055BB1E7612D3AACCB6AEBDF21245BF1845A7F046BCF4B56E9A4F5475B91A5044F42BD4202FD079237F8A4DF1D51FB6D4592EEF22ED53BCCBF2FFAFB2A Appreciate the hard work on this!
  16. Please do not make these unique procs. There are no sets to use for these attributes otherwise. Endurance / Damage is a valuable trait for sapping which is already one of the weakest mitigations in game. Letting us actually slot blast attacks to both drain/damage/bonus would be huge. I'd love to have this in more than one set. Just like Posi/Deci go in most AOE/Ranged attacks. Give us the option to 6 slot if we want.
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