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Uun

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Everything posted by Uun

  1. I would support removing damage and accuracy from accepted enhancements. I believe only recharge, end reduction and range do anything (not sure about knockback). I suspect that far more people slot the power to enhance it (not realizing the enhancements do nothing) than are slotting it for the set bonuses. At the very least, it needs a comment in the description that the power looks to the henchman's slotting for damage and accuracy.
  2. Not ideal, but if you've got the pet window open, you can right click on the pet name and select release.
  3. Would need to be controlled in some way. Not all the control pets are as sturdy as Stoney. Pretty sure nobody wants their Imps, Gremlins or Fly Trap rushing in to take the alpha.
  4. Nonsense. TP into the middle of a pack --> Fulcrum Shift --> Blizzard --> no more pack
  5. Uun

    Detonator changes

    Not sure, but the T1 has a -2 level shift. Any buff from BU is probably wiped out by the level shift. I did confirm that Detonator isn't affected by Assault.
  6. Uun

    Detonator changes

    Damage slotted in Detonator is ignored. Damage slotted in the henchman is what matters. I'm showing 259 dmg from FFG, 367 from Mortar, 477 from a Wolf, 552 from a Lion and 614 from Dire Wolf. That's against a lvl 50 Possessed Scientist with Alpha unslotted.
  7. Uun

    Detonator changes

    The damage done by detonating a FFG or Acid Mortar is substantially less than detonating a henchman.
  8. Uun

    Detonator changes

    My initial impression was partially incorrect. Despite in-game Detailed Info to the contrary, Detonator is not affected by enhancements in the power. Works as it always has, only affected by slotting of the henchman targeted. It is affected by henchmen level shifts.
  9. Thanks for confirming. The Detailed Info displayed in game for the Time Bomb pet does increase if damage is slotted in Detonator. Testing confirmed that actual damage is unaffected by damage enhancements in Detonator and bears no relation to the amount displayed in Detailed Info.
  10. I was able to detonate a FFG, but it does substantially less damage than detonating a henchman.
  11. Agree 100%. I'm perfectly fine with the Soul Mastery version of Soul Drain (which was actually buffed, increasing the target cap from 7 to 10). That said, I think Spirit Drain, the replacement for Soul Drain in Dark Mastery, needs its target cap of 5 buffed to be comparable to Soul Mastery/Soul Drain.
  12. Sleet wasn't knocked down, it was flat out unbalanced and had to be fixed. You think it's appropriate that dominators got the same version of a power in an epic pool that defenders get in their primary? The balancing of Sleet and Freezing Rain by AT was long overdue (and was known to be coming since Tar Patch was balanced a few years ago).
  13. Further testing in PI vs. lvl 50 Possessed Scientists. Detonator slotted w/ attuned Bombardment: dmg/rech, acc/dmg/rech (+47.7% dmg). +31.25% damage bonuses. Alpha unslotted. [see below - damage enhancements in Detonator have no effect] Minion (lvl 48): 477 dmg Lieutenant (lvl 49): 554 dmg Boss (lvl 50): 614 dmg
  14. Traps (Mastermind) - Detonator Recharge lowered to 300s from 600s, endurance cost also lowered to 16.3 Removed delay from humanoid henchman bomb placement/detonation, all pets now explode when you click! All Henchman now place the pseudo-pet version of the bomb, hitting all targets for max damage regardless of if they are a minion or boss Testing the new version of Detonator on my Beasts/Traps. Previously, the nonhuman version of the power ignored damage enhancements slotted in the power and looked to the slotting of the henchman. As a result, most people just slotted recharge in Detonator. The new version, which summons a higher damage pseudo-pet, is affected by enhancements in the power. [Detailed Info displayed in game makes it appear this is the case, but is in error. See below.] While the new version is supposed to provide the same damage regardless of the rank of the henchman targeted, my testing suggests that it's affected by the level shift applied to lower rank henchman. I got substantially lower damage and chance to hit when a minion was targeted vs. a lieutenant. Suggest that folks jump on Beta to check this out and post in the focused feedback thread.
  15. The version of Detonator on live for nonhuman henchmen ignores enhancements in the power and looks to the slotting of the henchman targeted. Hence, most people just slotted recharge in Detonator. The new version (which summons a higher damage pseudo-pet) is now affected by enhancements in the power. While the new version is supposed to provide the same damage regardless of the henchman targeted, the damage and accuracy appear to be affected by the level shift if used on a minion henchman. I'm getting substantially lower damage and lower tohit chance when used on a minion henchman vs. a lieutenant.
  16. I haven't tested Remote Bomb, however, the way Mastermind/Traps/Detonator has always worked is it ignores any damage, accuracy, IO sets, etc. slotted in the power and looks to the slotting of the henchman targeted. As a result, Detonator is just slotted with recharge. I wonder if Remote Bomb is doing something similar. Actually, it looks like Detonator is no longer working the way it used to. It is now affected by enhancements in the power.
  17. In Mid's, there's an option in the menu bar to change the enemy relative level. Set that to +3 or +4 and then look at the accuracy in each power. It seems to me like you should be OK, with the possible exception of Crushing Field and Wormhole.
  18. While I like the idea, keep in mind that quite a few enemies have Lightning Storm. It would be unfortunate if you couldn't break LOS to get away from them.
  19. I use Combat Teleport on several defenders and corruptors.
  20. There's nothing wrong with cones, but they're tricky to use with Poison (I've actually got a Poison/Sonic defender). Venomous Gas (the T9) is a PBAoE and works best if you're in melee range. Cone attacks require you to jump back 20-30 feet. AoE attacks don't.
  21. There are a few minor changes to Storm in the upcoming patch, primarily for balance and QoL. None of them alter how the set works, which has been largely unchanged since launch (the biggest change to the set was probably the introduction of KB>KD enhancements). Storm is a set that takes practice, as well as some thought as to what it's being paired with. For the latter reason, it's more frequently played by controllers than defenders. Storm Summoning Similarly to Cold Domination, Storm Summoning has been using incorrect values for one of its powers (Freezing Rain). It now is a true pseudopet and will use that caster's AT modifier tables. Summary of changes for each AT is provided below. Freezing Rain Defender: -Res increased from -35% to -40% Controller/Corruptor: -Defense lowered from -30% to -24% Masterminds: -Defense lowered from -30% to -18% Turned into a real pseudopet, inheriting AT modifiers Storm Summoning > Steamy Mist: Now only affects teammates and leaguemates.
  22. I slot by feel as I level. If the attack chain has gaps, I add more recharge (or more attacks). If I'm running out of endurance, I add end reduction or +end. This applies even if I'm slotting IO sets, since some sets are recharge heavy at the expense of end reduction, some are lacking in recharge, etc. I will often slot cheap IO sets in my 20s and then upgrade them in my 30s/40s once I have a better feel for what set bonuses I need. This is when I create a build on Mid's and will usually wait until then to slot the ATOs. Once I hit 50, I'll catalyze the ATOs and add purples, winters and/or HOs. Even after 50, it's pretty rare that I'm 100% happy with slotting. I don't respec often, but I frequently tweak the slotting.
  23. There are a few blaster secondaries that have limited mezz protection. Martial Combat/Inner Will removes status effects, but it's a click on a 180s CD. Temporal/Time Lord provides stun protection. Tactical Arrow/Gymnastics provides KB protection. Atomic/Metabolic Acceleration provides mezz resistance (reduces duration).
  24. That would require creating entirely new animations for each power using the other hand. Not going to happen.
  25. The issue is that the Dark version has a higher target cap ( 10 vs. 7), larger radius (15 ft vs. 10 ft) and shorter recharge (120s vs. 240s), all of which apparently break the rules. Rather than change the Dark version to match the Soul version, they're replacing the Dark version with Spirit Drain, which will be ranged, have a target cap of 5 and a 15s duration.
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