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Draeth Darkstar

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Everything posted by Draeth Darkstar

  1. Hi folks, I'm working on a pure Ranged Fortunata build. Pretty much all blasting, the cooldowns don't seem worth the durations to me on the AoE controls on a Fortunata, but I'd love to hear thoughts about how it looks or what I could do better. It's a bit overcapped on defense, but I was mostly doing that for the team support, if people have good experience with the AoE hold, I was considering that in place of Maneuers. Went with Intuitive Radial Alpha for the Damage / Slow / Range enhancements since Range is so potent on long cones and this build has 2, plus some extra to-hit debuff from the Soul powers. The extra unspent slot is for another damage proc in Dark Obliteration, can't place it in Mids due to level restriction. This Villain build was built using Mids Reborn 3.0.4.6 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Arachnos Widow Primary Power Set: Fortunata Training Secondary Power Set: Fortunata Teamwork Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Soul Mastery Villain Profile: Level 1: Telekinetic Blast (A) Decimation - Accuracy/Damage (3) Decimation - Damage/Endurance (3) Decimation - Accuracy/Endurance/Recharge (5) Decimation - Accuracy/Damage/Recharge (50) Decimation - Chance of Build Up (50) Explosive Strike - Chance for Smashing Damage Level 1: Combat Training: Defensive (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 2: Subdue (A) Entropic Chaos - Accuracy/Damage (5) Entropic Chaos - Damage/Endurance (7) Entropic Chaos - Damage/Recharge (7) Entropic Chaos - Damage/Endurance/Recharge (11) Entropic Chaos - Chance of Heal Self (48) Trap of the Hunter - Chance of Damage(Lethal) Level 4: Hasten (A) Recharge Reduction IO (9) Recharge Reduction IO Level 6: Tactical Training: Maneuvers (A) Red Fortune - Defense/Endurance (11) Red Fortune - Endurance/Recharge (43) Red Fortune - Defense/Endurance/Recharge (43) Red Fortune - Defense (43) Red Fortune - Endurance Level 8: Psychic Scream (A) Superior Dominion of Arachnos - Accuracy/Damage (13) Superior Dominion of Arachnos - Accuracy/Damage/Recharge (13) Superior Dominion of Arachnos - Damage/Endurance/Recharge (15) Superior Dominion of Arachnos - Accuracy/Damage/Endurance/Recharge (45) Superior Dominion of Arachnos - Recharge/Chance for -Dmg and Terrorize (45) Bombardment - Chance for Fire Damage Level 10: Indomitable Will (A) Gladiator's Armor - TP Protection +3% Def (All) (15) Steadfast Protection - Resistance/+Def 3% Level 12: Dominate (A) Devastation - Accuracy/Damage (17) Devastation - Accuracy/Damage/Recharge (17) Devastation - Accuracy/Damage/Endurance/Recharge (19) Devastation - Chance of Hold (29) Ghost Widow's Embrace - Chance of Damage(Psionic) (45) Superior Spider's Bite - RechargeTime/Global Toxic Level 14: Psionic Tornado (A) Bombardment - Accuracy/Damage/Recharge/Endurance (19) Bombardment - Chance for Fire Damage (25) Positron's Blast - Accuracy/Damage/Endurance (27) Positron's Blast - Chance of Damage(Energy) (31) Annihilation - Accuracy/Damage/Endurance (36) Annihilation - Chance for Res Debuff Level 16: Combat Jumping (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 18: Aim (A) Recharge Reduction IO Level 20: Tactical Training: Leadership (A) HamiO:Cytoskeleton Exposure (21) HamiO:Cytoskeleton Exposure (21) HamiO:Cytoskeleton Exposure (23) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 22: Mask Presence (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (29) Luck of the Gambler - Defense/Endurance Level 24: Foresight (A) Luck of the Gambler - Defense/Increased Global Recharge Speed (31) Luck of the Gambler - Defense (31) Luck of the Gambler - Defense/Recharge Level 26: Maneuvers (A) Red Fortune - Defense/Endurance (33) Red Fortune - Endurance/Recharge (34) Red Fortune - Defense (40) Red Fortune - Defense/Endurance/Recharge (40) Red Fortune - Endurance Level 28: Super Jump (A) Unbounded Leap - +Stealth Level 30: Mind Link (A) Red Fortune - Defense/Endurance (34) Red Fortune - Defense/Recharge (34) Red Fortune - Endurance/Recharge (36) Red Fortune - Defense/Endurance/Recharge (36) Red Fortune - Defense Level 32: Psychic Wail (A) Armageddon - Damage/Recharge (33) Armageddon - Accuracy/Damage/Recharge (33) Armageddon - Accuracy/Recharge (37) Armageddon - Damage/Endurance (46) Armageddon - Chance for Fire Damage Level 35: Gloom (A) Apocalypse - Damage/Recharge (37) Apocalypse - Accuracy/Damage/Recharge (37) Apocalypse - Accuracy/Recharge (39) Apocalypse - Damage/Endurance (48) Apocalypse - Chance of Damage(Negative) (50) Cloud Senses - Chance for Negative Energy Damage Level 38: Soul Tentacles (A) Artillery - Accuracy/Damage (39) Artillery - Endurance/Recharge/Range (39) Artillery - Damage/Endurance (40) Artillery - Accuracy/Recharge/Range (46) Bombardment - Accuracy/Damage/Recharge (46) Bombardment - Chance for Fire Damage Level 41: Dark Obliteration (A) Ragnarok - Damage/Recharge (42) Ragnarok - Accuracy/Damage/Recharge (42) Ragnarok - Accuracy/Recharge (42) Ragnarok - Damage/Endurance (48) Ragnarok - Chance for Knockdown Level 44: Tactical Training: Assault (A) Endurance Reduction IO Level 47: Assault (A) Endurance Reduction IO Level 49: Tactical Training: Vengeance (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 1: Brawl (A) Empty Level 1: Sprint (A) Empty Level 1: Conditioning | Hidden Level 2: Rest
  2. Sorry for the dumb question, but building for Resistance set bonuses is new to me - where did you find much in the way of Energy? The only big one I can remember seeing when I looked was on a tanker ATO set.
  3. I have literally never taken a ST immobilize I wasn't forced to, ever. In a perfect world, I'd replace them all with a damaging power that carried a potent secondary effect, and add a Fold Space type effect to the AOE immobilize powers.
  4. That depends on what you mean by talk. People in general have been talking about it forever. As far as I know, the only balance changes that have been talked about by Homecoming devs which aren't already in the wild are some form of nerf to Time Manipulation probably involving the Power Boost/Farsight combo and an indication that other old melee changes are likely to see buffs.
  5. Thank you for investigating! It's such a headache figuring out how things work when the in-game information lies to you.
  6. Hey Tankers. I haven't built a new Tank since Live, and back then I was mostly building for Resist and mixed sets. I never built a pure Defense Tanker, but I wanted to try out SR/DB on Homecoming and it's been a lot of fun to play around with, so I started looking at an endgame build. The trouble I'm having is that my usual build strategy is... well, overkill, for SR. I wanted to build for Incarnate defense caps for this one, and once I looked at what I'd come up with I realized that I overshot those without even trying. What I'm wondering is: Is it worth it to leave it be and have an ~8% buffer in case of debuffs, or is there something else I should try building for to get more use out of it? Note that I actually plan to take Boxing, Tough, and Weave as the last 3 powers, since they aren't needed for non-incarnate softcap and Homecoming doesn't enforce slot levels, but as far as I can tell Mids still does. This Hero build was built using Mids Reborn 3.0.2.19 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Super Reflexes Secondary Power Set: Dual Blades Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Speed Ancillary Pool: Energy Mastery Hero Profile: Level 1: Focused Senses (A) Reactive Defenses - Defense (3) Reactive Defenses - Defense/Endurance (3) Reactive Defenses - Endurance/RechargeTime (5) Reactive Defenses - Defense/RechargeTime (5) Reactive Defenses - Defense/Endurance/RechargeTime (7) Reactive Defenses - Scaling Resist Damage Level 1: Nimble Slash (A) Empty Level 2: Agile (A) Luck of the Gambler - Defense (7) Luck of the Gambler - Defense/Increased Global Recharge Speed (9) Luck of the Gambler - Defense/Recharge (45) Shield Wall - +Res (Teleportation), +5% Res (All) Level 4: Ablating Strike (A) Superior Gauntleted Fist - Accuracy/Damage (9) Superior Gauntleted Fist - Damage/RechargeTime (11) Superior Gauntleted Fist - Accuracy/Damage/Endurance/RechargeTime (11) Superior Gauntleted Fist - Damage/Endurance/RechargeTime (13) Superior Gauntleted Fist - Accuracy/Damage/RechargeTime (13) Superior Gauntleted Fist - RechargeTime/+Absorb Level 6: Practiced Brawler (A) Recharge Reduction IO Level 8: Dodge (A) Luck of the Gambler - Defense (15) Luck of the Gambler - Defense/Increased Global Recharge Speed (15) Luck of the Gambler - Defense/Recharge Level 10: Combat Jumping (A) Luck of the Gambler - Defense (43) Luck of the Gambler - Defense/Endurance (43) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 12: Evasion (A) Red Fortune - Defense/Endurance (17) Red Fortune - Defense/Recharge (17) Red Fortune - Defense/Endurance/Recharge (19) Red Fortune - Defense (19) Red Fortune - Endurance Level 14: Focused Fighting (A) Red Fortune - Defense/Endurance (21) Red Fortune - Defense/Recharge (21) Red Fortune - Defense/Endurance/Recharge (33) Red Fortune - Defense (37) Red Fortune - Endurance Level 16: Boxing (A) Empty Level 18: Lucky (A) Luck of the Gambler - Defense (23) Luck of the Gambler - Defense/Increased Global Recharge Speed (23) Luck of the Gambler - Defense/Recharge Level 20: Blinding Feint (A) Hecatomb - Damage/Recharge (25) Hecatomb - Accuracy/Damage/Recharge (25) Hecatomb - Accuracy/Recharge (27) Hecatomb - Damage/Endurance (27) Hecatomb - Chance of Damage(Negative) (29) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 22: Tough (A) Gladiator's Armor - TP Protection +3% Def (All) (29) Steadfast Protection - Resistance/+Def 3% (50) Gladiator's Armor - Resistance (50) Gladiator's Armor - End/Resist Level 24: Weave (A) Red Fortune - Defense/Endurance (31) Red Fortune - Defense/Recharge (31) Red Fortune - Endurance/Recharge (31) Red Fortune - Defense/Endurance/Recharge (33) Red Fortune - Defense Level 26: Quickness (A) Run Speed IO Level 28: Vengeful Slice (A) Superior Might of the Tanker - Accuracy/Damage (33) Superior Might of the Tanker - Damage/Recharge (34) Superior Might of the Tanker - Accuracy/Damage/Recharge (34) Superior Might of the Tanker - Damage/Endurance/Recharge (34) Superior Might of the Tanker - Accuracy/Damage/Endurance/Recharge (36) Superior Might of the Tanker - Recharge/Chance for +Res(All) Level 30: Maneuvers (A) Red Fortune - Defense/Endurance (36) Red Fortune - Defense/Recharge (36) Red Fortune - Endurance (37) Red Fortune - Defense/Endurance/Recharge (37) Red Fortune - Defense Level 32: Tactics (A) Adjusted Targeting - To Hit Buff (39) Adjusted Targeting - To Hit Buff/Recharge (39) Adjusted Targeting - To Hit Buff/Endurance/Recharge (39) Adjusted Targeting - Endurance/Recharge (40) Adjusted Targeting - To Hit Buff/Endurance (40) Adjusted Targeting - Recharge Level 35: Sweeping Strike (A) Armageddon - Damage/Recharge (40) Armageddon - Accuracy/Damage/Recharge (42) Armageddon - Accuracy/Recharge (42) Armageddon - Damage/Endurance (42) Armageddon - Chance for Fire Damage (43) Eradication - Chance for Energy Damage Level 38: Focused Accuracy (A) Empty Level 41: Physical Perfection (A) Regenerative Tissue - +Regeneration (46) Miracle - +Recovery (46) Power Transfer - Chance to Heal Self (48) Numina's Convalesence - +Regeneration/+Recovery (48) Panacea - +Hit Points/Endurance (48) Performance Shifter - Chance for +End Level 44: Hasten (A) Recharge Reduction IO (50) Recharge Reduction IO Level 47: Taunt (A) Perfect Zinger - Chance for Psi Damage Level 49: Super Jump (A) Winter's Gift - Slow Resistance (20%) Level 1: Brawl (A) Empty Level 1: Gauntlet Level 1: Sprint
  7. If it was Fiery Embrace or crit discrepancy, all of the powers should be very off, but Frost is the only one that shows a number wildly out of line from the other ATs.
  8. I was just looking over the Stalker primary damage numbers and noticed that Frost is dramatically weaker than it should be based on the other Archetypes that have it. Stalker: 95.55 damage (42.09 DPA). Scrappers: 146.96 damage (64.74 DPA). Tanker: 124.10 damage (54.67 DPA). Brute: 97.97 damage (43.16 DPA). The power has the same recharge (11.0s), activation time (2.27s), endurance cost (11.02), and area (10 ft. radius, 90 degree arc, 10 targets max) on all Archetypes (except that the Tanker version has 16 targets max). As the Stalker has the second-highest damage scale (1.0) of these 4 archetypes, Frost should be doing 130.63 damage for Stalkers if I'm doing my math right. I know Stalkers often have less access to AoE powers, but as far as I knew, they don't get any kind of straight up damage penalty to the ones they get, normally.
  9. Appreciated, but as a counterpoint, I'm legally blind and the darker colored text against black is pretty hard for me to read, so please try to keep the contrast high.
  10. This reads like you've never played a Blaster before, just so you know. My biggest complaint in Beta about Sonic was (and remains) that it even bothered to have a crappy Ranged hold when another heavy hitter melee attack would've fit the set better. Blasters aren't Sentinels and they're not Controllers. A well geared Blaster should be smashing bosses in melee with glee. If Sonic has an identity crisis it's that it lacks good enough damage to warrant the melee play style it fits. It kind of turned out like a poor man's Electric Manipulation, which is unfortunate both in that ElM has its own flaws in a crappy secondary effect and near-zero AoE, and that there's no real mechanical draw to play it.
  11. Is it possible that you could take a further look at some damage updates for Blaster secondaries in the future, too? This Beta discussion has been so completely dominated by the Tactical Arrow changes that I don't really feel the other sets got a fair shake, and I was really hoping for Ice and Electric to get a little more love than they did. The Frozen Aura change was nice, and Freezing Touch getting a longer DOT is situationally a bit better, but it now clips itself like the Sonic DOT was if you're Blapping and overall Ice is still one of the weakest secondaries, if not the weakest, for both ST and AoE, and it doesn't even feature the best control or secondary goodies to compensate. Electric is doing better than it was on live just by having its sustain moved, but it's still got really, really weak AoE and control and its secondary effect is... we'll say hotly debated on usefulness, which is a harsh set of drawbacks for an all melee set.
  12. Sounds like a flawed team comp 🙂 I 100% stand by my opinion that Sonic needs better single target damage output, regardless of where the tweaks come from. As a set with only one AoE, it can't also have bad single target output and still remain competitive, especially as a set that is almost melee ranged and has a weak sustain power.
  13. I can see why this matters to some folks, it just doesn't fit my playstyle. Especially on team content, I'm not worrying about using my blaster CC for much of anything except keeping a stray mob from clobbering my face off. Controllers and Dominators can handle the big picture stuff. I'd rather be able to do my job better - and that's to clobber the mobs back. As it stands right now, the only attack in Sonic that's strong enough to earn a spot in an attack chain regardless of primary is Earsplitter. Even Strident Echo is on the low end of DPA for some primaries as the second best attack in the set. I'd much rather get another really good attack power than have a little extra utility. You're 100% right on this. 5 seconds is too long for a non-stacking DoT on a power with an 11 second base recharge.
  14. Still hoping we can get it turned into a knockdown + damage AoE, Elec badly needs it.
  15. So that means you're going to make Energy Manipulation match, right? Riiiiight? :3
  16. Gonna start testing out Sonic Manipulation in a minute. Before I get into the game, initial impressions. First and foremost, if you ignore everything else I ever say about the set, please: give us alternate animation options for Echo Chamber, Sound Cannon, and Earsplitter. It took us literally years to get the live devs to give us alternates to the mouth/head emanating attacks on older sets. Please, please, please, pretty please do not launch this new set without that same option. Please. Mechanically, the set looks pretty well rounded for the most part, but I have a few comments. Sonic Thrust: It's odd to see another new Power Thrust clone as the tier 1 get the same numbers as Power Thrust, in the same patch that's buffing Ki Push to be significantly better than both when it was also a Power Thrust clone. Echo Chamber: Considering that the entire rest of the set is melee oriented, a 60 ranged hold feels out of place. It would feel and synergize better with the rest of the set if it were a melee attack with better DPA. Deafening Wave: Having only one damaging AoE is probably my biggest complaint, however I will caveat that it's nice that it's also got an advantage in being quite a bit larger than most Blaster PBAoEs. It would be nice if other secondaries that only have one AoE could get them improved in this or some other way as well. Sound Barrier: Giving 7% base S/L resist is probably the single weakest Blaster sustain power side-perk. I get that it's very thematic for Sonic powers, but, Blaster mods and max health being what they are, it's very underwhelming for them. As an aside, I realize this patch is already huge, but launching Sonic Manipulation just begs for buffs to the Blaster version of Sonic Attack. The Defender version is great because of their potent debuff numbers, but the Blaster version has always been considered bottom of the barrel terrible, and it would be nice if we could look forward to the matched set being good together when this goes live. --- After my first session with the set, testing levels 1-6 and 20 gameplay: Sonic Thrust: After using it, it feels bad to me. I like the snappy animation, but it doesn't hit hard enough to be worth using for damage and all the knockback is doing is forcing me to chase things around. If it stays like this, it'll end up like Power Thrust on all my /EM blasters - off my bars. That would be a real shame. I'd rather have it be a punchy melee attack with either an immobilize or a decent chance to hold. Strident Echo: Holy cow, this power has the most annoying sound effect in the game. Please, do not keep it. Otherwise it feels great to use. Echo Chamber: My initial impression holds up - I'd definitely like it to be more damaging in trade for the range, I'm in melee anyway. Deafening Wave: It sounds cool, looks cool, and feels very punchy. A moderate chance to knockdown would be nice to provide some safety for such a close ranged set, and also it would make the visual look more... right. It feels like it should be knocking things down. Sound Barrier: 7% S/L resist feels exactly as useless as I expected it to. I think it would be really cool to change this to a PBAOE aura power that either had a frequent chance for knockdown or hold, sort of like World of Confusion, instead of the resists being its extra effect. That would me much more useful and still thematic with the other sonic powers for a set that wants you up close and personal all the time. Tangentially related, I paired it with Sonic Attack, and... wow, that set feels even worse than I remembered it - even with the free full IO set slotting from the Beta freebies menu.
  17. Since people seem to really hate the range nerfs to the early TA powers - would it be considered an option to take away the bonus accuracy they get for being Archery powers and give them bonus range instead, like Psi powers usually get? I mean, I realize it's "off brand," for lack of a better term, but in theory those bonuses are supposed to be of equal value, so it should be a fair trade, right?
  18. After playing with Energy Melee for a few hours: gods, please let /Energy Blasters have the Energy Focus and Power Crash goodies. You could even make Power Crash and Stun mutually exclusive picks instead of replacing Stun to satisfy the folks who want that neat boost range + power boost AoE stun thinger and let me blap my heart out. Please, please, pleeeeease.
  19. Alright, so I did a bunch of testing with an Energy Melee/Shield/Mu Scrapper tonight. Early levels still feel slow, cludgy, and squishy, but that's a problem that I have with all melee, so, that's pretty much par for the course. After tricking out the build to perma-haste and all positions softcapped, no incarnates, I am very, very pleased with how the set plays now. Single target, I could run an attack chain of TF-ET-BS-Zapp almost always seamlessly, AoE I could chain TF-PC-WH-Ball Lightinng and throw in a Shield Charge or Bone Smasher here and there to fill. Based on my clear times, the set doesn't seem to be doing outlandish damage, even with the extra from Shield and Mu, but it feels great. Power Crash is one of the most visually satisfying AoEs in the game now, that wind up + boom animation just looks so good. The total AoE dps isn't amazeballs, but the incredible single target 1-2 punch of TF-ET makes up for it, and with the 50% crit proc in TF, ET becomes a pretty reliable heal on a Scrapper, plus the stunning felt a lot more reliable than I thought it would. I only died once running +4x8s without a Level Shift, and that was when I forgot to refresh Active Defense and got stunned like an idiot. I am overall very, very happy with how this came out. Please ignore the nay-sayers who don't like the light combo mechanics. Every power in the set is better than it was even if you completely and totally ignore that Energy Focus exists, there is literally no reason the button mashers should be complaining. As a related note - Please let Energy Blasters have the TF->BS Energy Focus combo. I would beg for Power Crash in place of the Blaster Stun, but I don't think it'll happen even if I do (although /Energy Manipulation could really use that AoE!). It's just so crunchy, I want to be able to do that whammy on a Blapper!
  20. The detailed information for all damage-dealing Energy Melee powers except for Energy Transfer on Scrappers are showing an extra line of 5-10% chance to deal additional energy damage. The damage numbers on those lines are also not consistent with the amount of damage listed on the usual critical hit chance lines (the ones that have the "only against minions and underlings" tag). Also, neither such line on Total Focus has that tag, and both say 10% instead of 5%. I've yet to figure out if there's actually something wonky going on with the damage or if this is just a display thing, but I'm going to spend some time testing an EN scrapper out tonight to try.
  21. While I get that some people dislike the "combo" effect, I'll disagree and say that I think it's very cool to give the set a little more depth.
  22. I really don't like this one, but overall the changes are nice. One beefy power press is more valuable than an instantly recharging, middling power. I agree with this. Also, I would like it if Dominators could get the reduced animation time to Bone Smasher that Energy Melee is getting. Edit: Actually... it'd be pretty rad if the various versions of Havoc Punch could, too, it looks SO MUCH smoother on Energy Melee now, wow.
  23. I totally get where you're coming from - I just hate being forced to slot Thunder Clap for KB-KD and use a non-damaging power constantly in combat or risk losing my sustain. I actually suggested in another post that Force of Thunder be changed to a damaging PBAOE and knockdown instead of a long cooldown stun and knockback. I don't see anybody asking for the latter, but the former would fit both your playstyle and mine, for example.
  24. Feedback on other stuff, now that I'm not just thinking about /Elec Atomic: Big nerfs, but they were well deserved in this case, IMO. Dark: I'm still not in love with Touch of the Beyond being the sustain power, but in a world where it has to be, these are good changes to it. In a perfect world, I wish the sustain would get moved to Death Shroud, Soul Drain, or Dark Consumption, and the Dark Manipulation version of Touch of the Beyond also get the Dark Melee changes from the patch notes, re: Devices: I've never super liked the taunt-turret, but regardless, having it have 80% resist all is awesome. Energy: It would be nice if Power Thrust could get the same buff Ki Push did, since on live, Ki Push is already a clone of Power Thrust that is in every way better already. The Stun improvements are kinda weird, but also kinda cool. I would personally rather have had the new Power Crash replacement that Energy Melee got, but I know not everyone likes blapping as much as I do. Regardless of whether or not that happens, though, it would be pretty sweet it Blasters could get these changes in /Energy (and if Dominators could get the Bone Smasher animation time reduction in /Energy Assault) I've said my piece on Electric, so I'll skip that in this post Fire: I'm not surprised to see no changes, the set is very popular. Still, I wish Combustion could get some animation time reduction, it's so dreadfully long for a PBAOE. Ice: I LOVE that the Blaster version of Frozen Aura does damage now. Ice is so behind the curve for damage contribution, and this helps. I would really love to see Freezing Touch get its recharge increased to 15-20 seconds with a commensurate damage boost, and Frozen Fists taken up to 10s with a .83 activation time like the other quick punches as well. Ice would still not be as good as the other blappers, but it would be close, then. I would love to get Ice Sword Circle in this set in place of Shiver, but I know that's probably too big of a change to ask for. Martial: The Ki Push change is nice. Again, it'd be nice if Energy's Power Thrust could have the same buff, since this was a clone of it that was already better. Mental: I'm honestly surprised to see a Mental buff since the set is so good already, but this does bring it more in line with the newer sets. It does really highlight that some of the old elemental sets are much worse even with the current round of changes, though. Ninja: These changes are all just awesome. The only thing I could ask for is a small increase to the radius of The Lotus Drops, since most Blaster PBAOEs are 10 and this one is still 8 like a Melee set. Plant: Great changes. The control nerfs were deserved and the animation improvements are incredible. I like the new power order, too. Tactical Arrow: The nerfs are largely warranted. I do really like the addition of the Oil Slick Arrow and the combining of Agility and Gymnastics. I will echo that I'd like the movement control buff for Gymnastics back, though, please. It was a very cool feature of the set that didn't directly increase its combat power but made it more fun. Temporal: Mostly good changes. I don't really like the nerf to End of Time since it's the only AoE the set brings, but it is on par with most Blaster PBAOEs, so it's not unreasonable, either.
  25. Agreed, but I've already expressed my deep and abiding hatred for Thunder Clap / Force of Thunder being hedged into an all-melee set. The whole reason I play an /Elec blaster is to run in and blap. I don't like being forced to run away to avoid scatter.
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