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nihilii

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Everything posted by nihilii

  1. It is just for the Dominator, although an EM revamp is apparently planned for melee classes at some point. The gist of my thought was, Total Focus on Dominators (2.5s animation) feels as good as Total Focus on Tankers (3.3s animation). Perhaps better, even. Like you say it's important to retain feel. I think the devs have done a good job on that with Dom TF, and I believe the same could work for ST holds/immobilizes.
  2. Personally, I'm sympathetic to removing the spawn camping, but this is a bit hyperbolic. I got spawn camped on solo +4/x8 and still managed to clear the mission, with many many deaths. The trick is to not wait before you hosp. You can die and hosp the next second and die again and hosp the next second and so on, and in doing that enemy attacks eventually end up on recharge, which leaves you time to throw one attack or two, maybe even move away. Dying/rezzing fast enough also breaks the animation root sometimes and lets you move. Sometimes I'd even get a break getting knockbacked off the roof. Then you've got Return to Battle and other self rezzes with immunity timers. It's weird and broken but it's by no mean "literally" impossible, provided you're willing to use the tools available to you, even before exploits.
  3. Rad Armor is flavor of the month on the forums right now, or so it feels; and for good reason. It pairs well with EM because you can proc the heal to turn it into a respectable AoE, and you get another AoE in the form of Ground Zero. So you can patch EM's lack of AoE that way, and on top of that you get good regen and heal to offset Energy Transfer's -HP. On a Brute, Meltdown can let you touch resistance caps against most common damage types. There is room to grow post 50 too, for example with a build alternating Meltdown and Hybrid Melee, letting you stay at the resistance cap most of the time. Willpower is OK as a toggle up and forget about it secondary. Personally I think it doesn't hold up to the options offered by other secondaries, but of course everything is viable.
  4. Staff is very, very enjoyable on a Tanker. Eye of the Storm rises to a 15 feet radius, this is as wide as Footstomp. Guarded Spin and Innocuous Strikes are easier to use with larger cones. For your particular choice, Invul will also let you "forget" about your mitigation even during the leveling phase. Toggle up, and let the Staff loose. I feel this is more relevant for Staff than for other attack powersets, because Staff has lengthy animations and lacks a No Redraw option. So, the least time spent managing survival, the better. The Brute will still outdamage the Tanker slightly.
  5. If all Dominators had ST holds/immobilizes in the ~2s range, perhaps that wouldn't be an issue. But the thing is, some Dominators actually do shine in an all you can eat buffet. Fire is awesome, all the time. You can incorporate Char in an attack chain, get incredible value out of the +dam ATO, and lose no DPS in the process. Mind is also decent. So if you're concerned about performance, which you don't have to be, but I am... Every time I roll a new Dominator, I want to do something different than Fire. But then I look at my options, and knowing the magnitude of the boost just having a fast activating ST hold represents, I cannot *not* pick Fire again. I use "performance" in a large sense, too, because it's more than just pushing high DPS numbers or what have you. Fast animations with as little rooting time as possible just make for more enjoyable gameplay in general, for that instinctive feedback loop between your keyboard/mouse and the action on the screen to happen more conclusively. You mention Total Focus. Incidentally, the /energy revamp has conclusively proved, at least to me, keeping animation times lengthy isn't required to convey that awesome feeling. The fast Total Focus dominators now enjoy feels just as grandiose, and is also powerful in terms of DPA. With ST holds/immobilizes, I think several of the offenders happen to have animations begging to be shortened, too. Think of Earth Control: there's a lot of pointing the hand and dead lag once the motion is done. I'd be surprised if a skilled animator couldn't squeeze the animation down to 1.33s without any change in feel.
  6. In retrospect I may have meant animation rather than duration!
  7. MA/SD Scrapper Eagle Claw -> Storm Kick -> Crippling Axe Kick -> Cobra Strike -> Storm Kick Clicks replace Cobra Strike as needed Musculature T3, Hybrid T4, Degen T3 hybrid off 2:22 = 397 DPS Degen T4 hybrid on 1:59 = 450 DPS hybrid off 2:37 = 372 DPS Build -- Bio/Claws Tanker Follow Up -> Slash -> Focus -> Strike + Swipe whenever Hasten is down Musculature T4, Hybrid T4, Degen T4 hybrid on 3:36 = 305 DPS 3:10 = 329 DPS Build
  8. On super packs specifically, I sell several a week (low hundreds) and the following are the price points I use: - 7,222,222 inf for "normal" ATOs. Often sells at 8M, sometimes sells at 7.5M, sometimes sell for more. - 8,222,222 inf for brute and blaster ATOs. I sometimes list these at 8,522,222 inf if they sell out too fast and for just 8M5 - all merits get converted into Winter IOs. All Winter IOs get sold for 20,222,222 inf Listing for those price points, hundreds of ATOs sell in a couple days. I convert most kheldian and soldier of arachnos IOs because they're too slow to move. Dominator, controller and sentinel IOs can also take a while, and are sometimes worth converting. Use those same prices (or even better, undercut me by 1 inf) and I have no doubt you will be able to sell all your stuff and turn a small profit.
  9. All ST holds and immobilizes should be 1.33s duration, tops.
  10. In any situation where you feel outpaced by your team, it's best not to bother with the slow version of AS. Open fights with your strongest regular attack, keep building up Assassin's Focus stacks, and use the quick version of AS once the orange circle shows up.
  11. The endurance buff part of Heat Loss lasts 90 seconds. So essentially, at high level it is either perma or close to perma - and the endurance buff is so significant if you hit more than one target, you will likely have a full blue bar when it runs out, giving you some leeway to handle the gap. Doubly so as you plan to use Hibernate!
  12. Loving this tip!! Thank you.
  13. Rage crash doesn't make you do no damage, it only debuffs your damage to tiny amounts. I guarantee you there's virtually no difference in dealing full damage or tiny damage when it comes to holding aggro on a character with gauntlet. On the theorycraft level the mechanics of aggro might be hard to understand, but in practice the winning formula is easy: using a gauntlet attack, be the first to deal at least 1 point of damage to an enemy, and you will keep aggro on that enemy as long as you attack regularly. I have jumped into endless mobs during a Rage crash using Footstomp as an opener and have never seen aggro peeled off me unless I stopped throwing AoEs OR the teammate was making a conscious effort to grab aggro (i.e. tanker spamming taunt and attacking that target with a ST focus). Fire blasters, spines/bio scrappers, you name it. Just Footstomp alone on "regular" high levels of recharge will keep aggro nice and tight provided all targets are in range. Speed trumps A LOT of other parameters when it comes to aggro. Make an effort to always be the first to engage, the results will surprise you.
  14. I think you're completely right. I'm arguing for my self benefit as a player here, but as a macro trend, you want to encourage the playerbase to participate in the market as much as possible. Player optimization had a perverse effect in that instead of being nudged into using the market, some of us might delete our salvage or even recipes because the opportunity cost of taking the time to list it for 1 inf sometimes isn't worth it. This is probably an UX problem more than a design issue, in an ideal world we'd get contextual options like "list all white salvage on market for 1 inf". We're already spoiled in getting 80 recipes instead of 20 or whatever the number used to be, thanks to the paid store stuff given for free.
  15. Playing for a couple of hours without selling, or crafting more than 80 recipes at once... I guarantee you if the maximum character storage was 800, I'd find a way to hit 800/800 without trying. There is of course ways you can interrupt your play session at the cost of time to make current limits perfectly tenable. We have to play the game with these limits so all of us in this thread, whether for or against the suggestion, are obviously using some or all of these ways. Nonetheless, increased storage would be useful to some of us. It is convenience. It is quality of life. I'd rather manage my inventory in one bulk session of 20 minutes whenever I feel like it than in many more quick sessions of 2 minutes. Mind you, for me a quick session only consists of selling all white recipes to vendor and deleting white/yellow salvage by stacks. If I were to run to my base and mess with storage racks and craft, what takes you 3 minutes would likely take me 10-15 minutes. I'm simply not that quick or organized, and that flow would itself force me to reorganize things because all storage slots in my base are used for enhancement chests. Storing through the AH is often not realistic. I use most market slots for marketeering, whether that's for profit purposes or to bid on IOs I will use. So, it'd be a huge quality of life addition for sure. It's not a need but it's something that can improve my experience. Character recipe storage pales, of course, compared to character salvage storage. I don't think the usefulness of salvage storage would stop before 6 digits, if at all. If I could accumulate salvage endlessly so I'd never have to manage it and could craft my also ludicrous recipe storage as salvage is finally available for it, this would be perfect.
  16. DDR and scaling res and Quickness make a sizeable different in SR performance. Admittedly subtle traits at slight glances. I like the way the Sentinel version of both powersets turn out. Sentinel /nin gets to enjoy the stronger Scrapper port with all its neat changes. Sentinel /SR gets an +absorb click and passive mez protection. The two sets end up playing fairly differently and fitting different niches, despite being positional defense-based sets.
  17. HoB is broken on regular DP (blaster/defender/corruptor) but the Sentinel version thankfully escaped this bug.
  18. Rage is the single most broken power in the game, which becomes obvious the further you stray from lvl 50 full IOed out build with incarnates. At level 18, Rage lets you ignore accuracy slotting and most enemy tohit debuffs or defense buffs, and gives you almost 3 SO worth of damage. By level 22, it is easily permaable. Those gains are dramatic and easily worth the crash. Rage can essentially be thought of as freedom to slot 2 extra end SOs in every attack and still come out ahead. The resulting end reduction far outpaces the end crash. And dealing ~1.4x your normal damage for 120 seconds is worth dealing ~0.1x damage for 10 seconds - even if we pick the worst case scenario for Rage, a hypothetical sustained fight lasting over 2 minutes, over the more realistic scenario of standard encounters where you don't attack full time and can use downtime to reposition, move to the next group, gather enemies together, and so on. Defense is just about the only drawback. Of course, it is a drawback because people refuse to take Hand Clap. Mobs knocked on their feet aren't attacking you. If the game was truly balanced around SOs, Rage would have been nerfed into the ground ages ago.
  19. Street Justice is excellent. The most likely reason you don't see it much on Tankers ie likely due to Super Strength. SS occupies a similar theme space, or arguably an even more iconic one. KO Blow is overpowered, Rage is overpowered, Foot Stomp is overpowered. Foot Stomp less so since the Tanker buffs improving other AoEs, but you get the point. Historically and to this day, SS has been very very strong especially on Tankers who get full benefit to Rage, meaning there's inertia in "moving" to a newer powerset like StJ.
  20. Been there, done that, and it is worth it - at least on a Scrapper. More or less breaks even with using a fast snipe in ST damage.
  21. Annihilation in Targeted AoE has the -RES proc.
  22. That's a worthy point to make. At the same time, once you play without queueing attacks, any talk of optimization is almost futile - the gap between queueing and not queueing powers is going to be bigger than squeezing +10% performance here and there. So it's fair to assume, IMHO, if someone is asking about attack chains at all, then they're queueing powers and arcanatime is relevant to them.
  23. Quality of life progression would be fantastic. I'd happily trade incarnate shards or empyrean merits for salvage/recipe capacity. Or even grind veteran levels if that were a new reward for it. +1 salvage slot every 2 levels, watch me play "finalized" characters like they're straight out of Atlas Park again.
  24. I am rather happy with my DA/EM, with the caveat it is objectively inferior to my DA/Rad on just about every account. DA/EM can still: - solo every faction at +4/x8 without much trouble (occasional insps against defense debuff heavy enemies) - push ~240 DPS before extreme shenanigans like skipping half of the cool stuff in favor of Gloom and Cross Punch - deal palatable AoE damage, thank you Tanker buff. Even Whirling Hands becomes alright with a 12 feet radius - kill itself with ET - feel powerful as hell despite the numbers, as you wham things with what feels like one shot kills left and right The power creep has been enough the EM of today, once with incarnates and IOs, can feel as strong as golden days EM. The state of EM is only hard to stomach if you compare it to current balance.
  25. I think there's potentially an underlying implication in such statements we fight infinitely against a static target. Personally, in standard fights I hold onto my T1 until I need the damage, say on a boss. Minions and lieutenants can die to AoEs for the most part. At high level, it meshes well with the ~25s cooldown on mininukes. You use your Opportunity on the boss, you also shoot lieutenants while it's up, and you wipe out any stragglers in 1 or 2 hits out of Opportunity. Some of the Opportunity downtime is also spent traveling from group to group, so the effective uptime ends up above 50%. To put it another way, if we had just 2 attacks, Famine and Feast, Famine dealing 100 damage and Feast 200; and if we ever fought only 2 enemies, Mynx and BAB, with Mynx having 80 hp and BAB 180 hp. Then everything would work well, one hit kill for each enemy. But if we buffed the AT by 10%, removing Famine and Feast, to instead have 2 attacks dealing 165 damage each. We'd still kill Mynx in one shot, but BAB would be left with a sliver of health. Requiring an extra attack. This is a gross oversimplification. Nonetheless, I feel it somewhat reflects how Sentinels play, at least for me. Not all targets are created equal, and overkill damage isn't extra damage. I don't mean to suggest everything is awesome and nothing needs to change. Rather, I only hope the above is taken in consideration so the buff doesn't put us at a weaker spot than where we started. Tangentially, I feel there's something lost in the often seen suggestions to replace Opportunity with, say, crits. Opportunity is deterministic. The bar grows at a stable rate for the most part, and you get to choose when you activate it. Replacing that determinism - that ability to pick and choose - with the randomness of crits may not be a change for the better, in terms of feel. If the inherent is thrown out, I hope that, in spirit, what we get is closer to Fury than crits. Even though I love crits!
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