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Everything posted by Uun
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Focused Feedback: Epic / Ancillary Power Pools
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Accepting that the existing Dark/Soul Drain is breaking the rules, the new Spirit Drain is demonstrably worse than the new Soul/Soul Drain. The damage buff at the target cap is 33% less and the damage from the attack itself is 60% less. Having a larger radius (15 ft vs. 10 ft) is meaningless if your target cap is lower (5 vs. 10). Keep in mind that Spirit Drain is a T4 power requiring 2 prerequisites and for you to be lvl 44, while Soul/Soul Drain is a T1 power you can take at lvl 35 with no prerequisites. A T4 needs to be better than a T1. Existing Dark/Soul Drain: 4.8 scale damage buff from 1 target / 12.0 scale damage buff from 10 targets / 1.0 scale damage / 30s duration / 120s recharge Soul/Soul Drain: 4.8 scale damage buff from 1 target / 9.6 scale damage buff from 7 targets / 1.0 scale damage / 30s duration / 240s recharge New Dark/Spirit Drain: 4.8 scale damage buff from 1 target / 8.0 scale damage buff from 5 targets / 0.4 scale damage / 15s duration / 120s recharge Soul/Soul Drain: 4.8 scale damage buff from 1 target / 12.0 scale damage buff from 10 targets / 1.0 scale damage / 30s duration / 240s recharge My recommendations for Spirit Drain are: Increase duration to 30s Increase target cap to 7 Increase damage to 1.0 scale -
I skipped the Fighting pool on my Rad/Dark and don't miss it. I do have Maneuvers, but no Hover or Combat Jumping. I've currently got Dark epic but may switch when Page 7 goes live since Soul Drain is being replaced.
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If this is happening you're doing it wrong. Dark Miasma is one of the safest sets in the game. Are you using Darkest Night? It provides a huge damage debuff and a substantial tohit debuff. Fearsome Stare provides an equally strong tohit debuff (and should be slotted for tohit debuff, not fear). Between the two you should be able to neuter any spawn (including bosses). Your heal (Twilight Grasp) provides more damage debuff and tohit debuff. Once you get Dark Servant at lvl 30, you'll have even more tohit debuff. As far getting knocked around, slot a -KB IO. Steadfast Protection and Karma can both be slotted in Shadow Fall, or Blessing of the Zephyr can be slotted in any travel power.
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Focused Feedback: Various Power Updates
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Telekinesis doesn't take any IO sets. Can only be enhanced for end reduction, recharge and range. -
This already exists in a couple of faction specific forms relating to story arcs. Don't think it would be possible for one power to cover every faction in the game though. https://homecoming.wiki/wiki/Chameleon_Suit https://homecoming.wiki/wiki/Freakshow_Disguise https://homecoming.wiki/wiki/Holographic_Projector
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Focused Feedback: Various Power Updates
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
That's not a change. That's the way it is on the live servers. Blinding Powder does 4 things, 3 of which require a tohit check. My understanding is that the sleep kicks in if none of the other effects are applied. That said, I don't see why you shouldn't be able to enhance the sleep. -
IMO the time limit isn't the issue. There isn't much you can't defeat in 30 seconds, although increasing the recharge from 60s to 120s certainly is a downgrade. Increasing the radius from 10 to 20 ft and the target cap from 5 to 16 are both big improvements, as is the new mechanic that clumps the mobs together and keeps them at a fixed distance (instead of repelling them into infinity). My concern is trading a hard control for a soft control. Mobs hit by the new TK can and will shoot back at you, requiring you to use another AoE control to avoid being attacked.
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There's a focused feedback thread in the Beta forums that includes the changes to Telekinesis, but the thread covers a bunch of updates so you'll have to weed through to find the TK posts. I tested the new TK and while the increased target cap/radius and the distance limit are improvements, particularly the ability to quickly group up a spawn, the change from hold to immobilize essentially requires that you apply another AoE control to avoid being attacked. Overall, not convinced this is an improvement vs. the existing version. With a 30s duration and 120s recharge, I don't think the revised TK solves the containment issue for Mind controllers.
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Proc chances don't change with the proc's level, nor does boosting it. The primary factor affecting proc chances is recharge slotted in the power. There are quite a few guides, but I would start with these.
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I had 3 lvl 50 blasters on live (dating back to I2) and I have 4 on HC. Other than the addition of the sustain powers to the secondaries (which I believe was in the works at shutdown), there have been no changes to blasters by the HC team changing their damage or defenses. The invention system is what allows players to cap defenses on squishy ATs (and which is unchanged from live). I find it hilarious that you're demanding a rework of blasters, yet you haven't played one on HC. Not sure what point you're trying to make about sentinels. Their damage scale is slightly lower than blasters, but their target caps are significantly lower. On the other hand, they're significantly more survivable. It's far easier to cap defenses on a sentinel, plus they have mez proteciton.
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Obviously hyperbole. Last I checked you could cap defenses on any AT. With the exception of Devices and Tactical Arrow, every blaster secondary has 3-5 melee attacks.
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AVs heavily resist -end, -speed and a laundry list of other debuffs. https://homecoming.wiki/wiki/Archvillain_Resistance
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As you've correctly noted, slows often don't seem to have a noticeable effect. The movement floor is 10% and you need to hit that or close to it for the effect to be noticeable. You can achieve that with 90% -speed, but that's affected by the purple patch so you need a bit more against higher level foes. I've had good results with Time/Distortion Field, Poison/Neurotoxic Breath, Trick Arrow/Glue Arrow and any number of controller powers, all of which have higher base values than Snow Storm. The problem with Snow Storm is that even on a defender it's only 62.5% -speed. You need to slot 2x slow IOs (plus end red) for it to do anything on its own. You can also stack it with Freezing Rain. You can 6-slot Freezing Rain if you want the set bonuses, but it will work fine with just 2x recharge IOs. I usually 3-4 slot a Defense Debuff set. Ball Lightning is a good candidate for %dmg procs. Slot acc/dmg, acc/dmg/end and 3-4 procs. Don't skip Charge Up. Slot it with the Gaussian's %buildup proc. Use before Thunderous Blast (or Zapp). Tesla Cage is primarily a -end/-recovery/hold power. It doesn't do much damage unless you slot it with %dmg procs. You're 100% correct that end drained mobs will take off running. Consider taking Electric Fence (ST immobilize) instead of Thunder Strike. Power Sink is a terrific end drain/end recovery power. It's auto hit and doesn't need more than 2-3 slots.
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I wouldn't recommend Dark. Dark is all cones while Poison wants to be up close in melee range. In addition to Water, Radiation would work well.
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It helps to know what IOs are in each category. If I'm starting with an uncommon, I'll generally convert within rarity until I get something guaranteed to give me a rare if I convert within category. Some categories only have 1 uncommon and 1 rare set at any level range, giving you a 100% chance of getting a rare if you convert an uncommon within category (i.e., Defense Debuff, ToHit Debuff, Threat, Running, Leaping, Flight).
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Focused Feedback: Various Power Updates
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Strongly disagree that Sonic Resonance is already a strong set. It's not even the best at -res (Poison). -
Focused Feedback: Role Diversity Bonus
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
It's not the name, it's the role. Just because a controller's primary is control or a corruptor's primary is ranged damage doesn't negate the fact that their secondaries are support. You aren't lacking in those roles just because you don't have a defender, mastermind or Arachnos soldier on the team (don't get me started on how Arachnos soldier gets to check the Support box but controllers and corruptors don't). There needs to be recognition that some ATs beside HEATs and VEATs are designed to fill multiple roles. -
I've had good results slotting Synapse's Shock in Short Circuit. Walk up to a group and flatline their endurance. I've also got Musculature Radial, which enhances both end mod and damage, so I'm not giving up much.
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Focused Feedback: Role Diversity Bonus
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
This team has support out the wazoo, yet it fails to get the bonus due to lack of support. -
I wouldn't slot Unrelenting Fury in Death Shroud. All that recharge is wasted in a toggle. Assault on a brute is completely pointless. Dark Regeneration is a heal (the best heal in the game), not an attack. Slot with an Accurate Healing set. Slot Dark Consumption with an End Mod set (Synapse's Shock is a good choice). Cloak of Darkness needs end reduction if you plan to run it (and you should). Cloak of Fear needs a ton of accuracy and end reduction. If you're not going to devote slots to it, just drop it.
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Not the player version, but there are several mobs that have the unresistable version (i.e., Paragon Protector Elite and Longbow Warden Radiation Defenders). I've had a lvl 50 tank with capped resists shredded in seconds. In Posi 1, the clone's powers don't always match the player's, especially if you have one of the sets added after shutdown. So if you have Rad Armor, there's a good chance your clone will have a Rad Defender secondary (and get the unresistable version of Enervating Field).
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Focused Feedback: Various Power Updates
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
You're not getting a response because changes to Gremlins aren't part of the Page 7 release. This is a focused feedback thread specific to the power updates in the release. -
Seems to be related to level difference. Not happening vs. lvl 50 bosses or lvl 50 Nemesis lieutenants.
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Focused Feedback: Various Power Updates
Uun replied to The Curator's topic in [Open Beta] Focused Feedback
Tried this out on my lvl 50 Mind/Psi dominator, which already had the existing version of TK. While the increased target cap/radius and the distance limit are improvements, particularly the ability to quickly group up a spawn, the change from hold to immobilize essentially requires that you apply another AoE control to avoid being attacked. Overall, not convinced this is an improvement vs. the existing version. I don't have a Mind controller, but the 30s duration/120s recharge suggests that this won't be a viable means of setting up Containment.