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Toxis

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Everything posted by Toxis

  1. Had the same issue at first. Picked launcher.exe and swapped from proton experimental to 7.0-3 Got an agreement pop up the first time then it worked.
  2. It feels a lot smoother, the mechanic has been cleaned up just how I would have liked. Whirling Hands got nerfed, but you get Energy Focus more often more reliably. For Single Target damage, the changes are a straight buff with Power Burst getting the Focus buff more often. Other than the big endurance drain from multiple WHs this has been a net positive imo, we just need to take time to adjust.
  3. Relative to other ATO procs, I rather dislike Fiery Orb. Other sets dramatically change how good an AT is and I think they should swap this one out for something better.
  4. Yeah, I understand that. I appreciate the fix and the consistency but losing the bomb that is Whirling Hands is probably going to alter the feel of the set so much. Going to reserve judgement until it is live and I have my main to test it on with proper teams. Casting twice doesn't seem very intuitive for dominators either. We want less time casting attacks so we can make sure everything is locked down.
  5. You make a very valid point! The other benefit is we get Energy Focus consistently and fast even without stun powers. This is a straight buff to our ST attack chain with Power Burst! We shouldn't be seeing the random Focus drop either :)
  6. After a quick test I can confirm that Total Focus activates Energy Focus every time. No lockout as far as I can tell. The whirling hands debuff was necessary though unfortunate, it was a bit too powerful especially if it was just going to get ported over to the other ATs.
  7. No lockout would be awesome :D can't wait to try this out later!
  8. Time to test the changes. Will post what I find out later when I get the chance.
  9. Your friend is incorrect. Maybe they assume that it comes with AoE KB powers which is not the case. All of your KB powers are single target and you have 3 melee range options have chance to stun not KB. I find that there is no problem with ST knockback because you will be able to finish those mobs off yourself. I think you will find Dark/Energy to be a nice pairing :)
  10. I've been mixing Indom Will with Rune of Protection for 100% uptime mez protection :D It sure is a shame you can't pick it up from the Def/Cor psi pools. Can't agree more.
  11. Toxis

    Ice/Energy

    I feel like AA is the defining power of Ice Control and forcing ranged is going to impact the effectiveness of your Glacier in some cases (It's not hard to run into a mob though). Same with /Energy due to the nature of the Energy Focus mechanic you will want to be within melee range for Total Focus. If you want to play /Energy at ranged I would recommend Fire, Earth or Gravity control as they have ranged AoE stun powers which would help you get extra use out of Energys mechanic. Not sure how much better an inconsistent 66% base damage boost to Power Burst would be but its not hard to have in a build.
  12. Not sure how well this works for your build but for my Grav/Storm I recently respec'd into //Psi for Indomitable Will and Sorcery for Rune of Protection. I have a fair bit of breathing room to go from one to the other without any mez protection gaps and IW isn't too far off from perma anyways. This was the best option for me because I need Ageless as my auto cast due to my massive endurance consumption.
  13. Toxis

    Ice/Energy

    Ice/Ice/(Ice or Psi) & Grav/Energy/Soul are two of my mains so I just put the two together and seeing what happens. I usually avoid Frostbite & Jack Frost however these are all the Energy attacks I take. Leadership and 6-slotting the Psi powers may not be optimal. Try the ATO set with +Dmg proc in Arctic Air, you don't have to think about it and it reduces the endurance cost more than CC. Make sure to always pop off Power Boost before Indomitable Will and Vengeance (may get patched out) and Mids shouldn't boost Mind Link % with it active but it does. This is built to keep you more sturdy and not necessarily the best at damage. For example Frostbite is slotted with a damage set but we are going for the immob proc, FC res, FCAoE Def and end reduction.. Curious to see what your defense gets to with Power Boost in game, I don't believe it's accurate here. I also really adore Ice and Soul Mastery Left you to decide which Alpha to go with, I usually go for Agility in my builds Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Level 50 Magic Dominator Primary Power Set: Ice Control Secondary Power Set: Energy Assault Power Pool: Fighting Power Pool: Leaping Power Pool: Speed Power Pool: Leadership Ancillary Pool: Psionic Mastery Villain Profile: ------------ Level 1: Block of Ice SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprDmnGrs-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(5), SprDmnGrs-EndRdx/Rchg(11), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(13), SprDmnGrs-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(34), SprDmnGrs-Rchg/Fiery Orb(34) Level 1: Power Bolt SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(37) Level 2: Bone Smasher SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(5), SprBlsCol-Dmg/EndRdx/Acc/Rchg(43), SprBlsCol-Rchg/HoldProc(46) Level 4: Frostbite SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(15), SprFrzBls-Acc/Dmg/EndRdx(15), SprFrzBls-Acc/Dmg/Rchg(17), SprFrzBls-Dmg/EndRdx/Acc/Rchg(17), SprFrzBls-Rchg/ImmobProc(19) Level 6: Arctic Air SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(7), SprAscoft-EndRdx/Rchg(7), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(9), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(9), SprAscoft-Rchg/+Dmg%(11) Level 8: Kick Dmg-I(A) Level 10: Combat Jumping LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(48) Level 12: Ice Slick RechRdx-I(A) Level 14: Tough UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(37), UnbGrd-Rchg/ResDam(48), UnbGrd-ResDam/EndRdx/Rchg(50), GldArm-3defTpProc(50), StdPrt-ResDam/Def+(50) Level 16: Power Boost RechRdx-I(A) Level 18: Hasten RechRdx-I(A), RechRdx-I(19) Level 20: Whirling Hands SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(21), SprAvl-Acc/Dmg/EndRdx(21), SprAvl-Acc/Dmg/Rchg(25), SprAvl-Acc/Dmg/EndRdx/Rchg(25), SprAvl-Rchg/KDProc(34) Level 22: Weave LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(23), LucoftheG-Def(23) Level 24: Maneuvers LucoftheG-Rchg+(A) Level 26: Glacier BslGaz-Acc/Rchg(A), BslGaz-Rchg/Hold(27), BslGaz-Acc/EndRdx/Rchg/Hold(27), BslGaz-EndRdx/Rchg/Hold(31) Level 28: Total Focus Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(29), Hct-Acc/Rchg(29), Hct-Dmg/EndRdx(31), Hct-Dam%(31) Level 30: Tactics RechRdx-I(A) Level 32: Jack Frost ExpRnf-Acc/Rchg(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), ExpRnf-EndRdx/Dmg/Rchg(40), ExpRnf-+Res(Pets)(40) Level 35: Sniper Blast StnoftheM-Acc/Dmg(A), StnoftheM-Dmg/EndRdx(36), StnoftheM-Dmg/ActRdx/Rchg(36), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Dam%(37) Level 38: Power Burst Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(39), Apc-Acc/Rchg(39), Apc-Dmg/EndRdx(39), Apc-Dam%(40) Level 41: Link Minds Rct-Def(A), Rct-Def/EndRdx(42), Rct-EndRdx/Rchg(42), Rct-Def/Rchg(42), Rct-Def/EndRdx/Rchg(43), Rct-ResDam%(43) Level 44: Mind Over Body UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(45), UnbGrd-EndRdx/Rchg(45), UnbGrd-Rchg/ResDam(45), UnbGrd-ResDam/EndRdx/Rchg(46), UnbGrd-Max HP%(46) Level 47: Indomitable Will LucoftheG-Rchg+(A), RechRdx-I(48) Level 49: Vengeance LucoftheG-Rchg+(A) Level 1: Brawl Empty(A) Level 1: Domination 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: Sprint Empty(A) Level 2: Rest Empty(A) Level 4: Ninja Run Level 2: Swift Run-I(A) Level 2: Health Pnc-Heal/+End(A), Prv-Absorb%(13) Level 2: Hurdle Jump-I(A) Level 2: Stamina PrfShf-End%(A) ------------ ------------ Set Bonus Totals: 14% DamageBuff(Smashing) 14% DamageBuff(Lethal) 14% DamageBuff(Fire) 14% DamageBuff(Cold) 14% DamageBuff(Energy) 14% DamageBuff(Negative) 14% DamageBuff(Toxic) 14% DamageBuff(Psionic) 16.63% Defense(Smashing) 16.63% Defense(Lethal) 23.5% Defense(Fire) 23.5% Defense(Cold) 18.81% Defense(Energy) 18.81% Defense(Negative) 6% Defense(Psionic) 19.75% Defense(Melee) 20.38% Defense(Ranged) 18.5% Defense(AoE) 8% Enhancement(Confused) 16% Enhancement(Immobilized) 97.5% Enhancement(RechargeTime) 8.75% Enhancement(Max EnduranceDiscount) 8% Enhancement(Stunned) 30% Enhancement(Accuracy) 8% Enhancement(Held) 8.8% Enhancement(Terrorized) 16% Enhancement(Sleep) GrantPower Preventive Medicine (10% chance, if Scourge) 167.9 HP (16.51%) HitPoints MezResist(Confused) 92.5% MezResist(Held) 92.5% MezResist(Immobilized) 92.5% MezResist(Sleep) 92.5% MezResist(Stunned) 92.5% MezResist(Terrorized) 92.5% 22% (0.37 End/sec) Recovery 48% (2.03 HP/sec) Regeneration 45% ResEffect(SpeedFlying) 45% ResEffect(RechargeTime) 45% ResEffect(SpeedRunning) 22.5% Resistance(Smashing) 22.5% Resistance(Lethal) 53.25% Resistance(Fire) 53.25% Resistance(Cold) 21% Resistance(Energy) 21% Resistance(Negative) 18.75% Resistance(Toxic) 18.75% Resistance(Psionic) 0% Resistance(Smashing) 0% Resistance(Lethal) 0% Resistance(Fire) 0% Resistance(Cold) 0% Resistance(Energy) 0% Resistance(Negative) 0% Resistance(Toxic) 0% Resistance(Psionic)
  14. Aha, finally! Thank you for taking the time to confirm most of what I have been trying to explain. Again I think you'll find that your non-release blasts will build up the mechanic on stunned enemies around 20% of the time. I have been able to get these results easily with Wormhole. I have already posted about this leakage in the bug reports section but was hoping we could get some more traction for it here, though not sure how many people are playing /energy Doms.
  15. Just for clarity's sake here, you've already released your Energy Focus before the icon disappears?
  16. All good man, I can't prove that I have found every issue with the mechanic. I am simply trying to point you towards an issue with the mechanic that I have been able to recreate 100% of the time throughout my testing.
  17. Yup! This is what the whole post is about. At least one of the reasons that this happens to you is because you activated Total Focus right after its icon disappeared. There are other ways for it to happen if you enter Energy Focus with a different power, but you mentioned you mostly get it with Total Focus. This points towards you activating Total Focus in that small gap between the lockout ending and the removal of Energy Focus tied to the power.
  18. When you activate Total Focus and enter Energy Focus mode. Time two different things. Time how long it takes for the Icon to disappear (Event A) . Time how long it takes for the orange rings to disappear (Event B). You will notice that there is a gap between these two events as the icon disappears before the orange rings. Regardless of Release and a gaining a new Energy Focus, Event B will STILL trigger after that set time and remove any Energy Focus gained. Activating Total Focus between Event A and Event B will get you Energy Focus, but when the time for Event B hits, you lose it. Unfortunately it is such a small amount of time there usually isn't a way to Release. If you have other experiences than this that is all well and good, but don't say there is no rhyme or reason when this experiment is easily repeatable. TL;DR Any time you activate Total Focus right after it's Icon disappears from the buff/debuff area, you will lose Energy Focus shortly after.
  19. Below I have created a rough timeline of what I am trying to explain. I know that the the timing is not exact but what I want most people to focus on is seconds 16, 17, and 18. The lockout finishes on the 16th second but we lose any Focus we have on the 18th. So anytime we activate Total focus on second 17, we will not have enough time to activate a release power. Since most of us rely on Total Focus to give us access to Energy Focus, this is our main occurrence of losing it early. Sniper Blast and Bone Smasher have their lockout end & have any Energy Focus removed at the same time, allowing them to have no issue being used right away to enter Energy Focus again. 1s 1st Total Focus - Energy Focus - Focus Lockout Begins (15s) 2s 3s Power Burst - Energy Release 4s 5s 1st Bone Smasher - Energy Focus - Focus Lockout Begins (15s) 6s 7s Power Burst - Energy Release 8s 9s 1st Sniper Blast - Energy Focus - Focus Lockout Begins (15s) 10s 11s Power Burst - Energy Release 12s 13s 14s 15s 16s Total Focus Lockout Ends - Energy Focus not yet removed 17s 2nd Total Focus - Energy Focus - Focus Lockout Begins 15s) <----- 18s 1st Total Focus Lockout - Removes Energy Focus of 2nd Total Focus early<----- Not Same Time as Lockout Ending/Out of Sync 19s 20s 1st Bone Smasher - Focus Lockout Ends & Removal of Energy Focus <-- Same Time/In Sync 21s 22s 23s 24s 1st Sniper Blast - Focus Lockout Ends & Removal of Energy Focus <-- Same Time/In Sync .... 32s 2nd Total Focus - Focus Lockout Ends 33s 34s 2nd Total Focus Lockout Removes Energy Focus
  20. Correct! And every time a lock out finishes, you will lose Focus if you have it. I mostly rely on TF as well which is why I hadn't noticed. The main reason for this research is to figure out why we keep losing Energy Focus mode on occasion.
  21. Is it possible you were hitting enemies you stunned with Bone Smasher or Whirling Hands or be on a team with someone else who has a stun? I have tried to activate Energy Focus on an enemy that is not stunned but have had no luck. I have only checked the icons for Total Focus, Snipe and Bone Smasher so I cannot verify for the other blasts. They last 15-16 seconds according to my stop watch app which I have now verified it's accuracy with another on my PC. The delay you are seeing is probably just Total Focus' which has it's icon disappear before it removes Energy Focus, this is causing us to lose it before we can Release again. I have a note under Energy Focus Cooldown stating that I refer to Cooldown as the Icon, not the recharge time of the power. I explained to you why you lose the Energy Focus in the above paragraph. I agree with this statement but now we know why we lose it. My goal here was to help people understand it a little better.
  22. BETA EDIT - This has been fixed/changed in beta, we may see some variation of that fix when it goes live. Hey all, I have been having an absolute blast rolling around with a Gravity/Energy Dom for the last couple months. I thought I would share what I have found out about how the mechanic works and a few of its quirks. Even with the issues it currently has, I would still recommend this set for anyone wanting to give it a try but be warned you may want to build a melee capable Dominator :) This post is mostly to address the issue of entering Energy Focus mode and having it disappear on before you can activate an Energy Release powers. If you understand the mechanic already just skip down to the Janky Bit. How Energy Focus works: 1. Enter Energy Focus - Hit an enemy with Total Focus (100%) - Hit a stunned enemy with an Energy power except Power Burst or Whirling Hands (20%) 2. Energy Release - Hit Enemy with a Power Release power for bonus damage or debuff (Bone Smasher, Power Burst, Whirling Hands) Orange Rings around your Energy Release powers show you are in Energy Focus mode Energy Focus Cooldown: *I refer to cooldown as how long a power is locked out of activating Energy Focus, nothing to do with a powers recharge rate* Whenever you use a power to enter into Energy Focus you immediately get an icon of the power in your buff/debuff display area. This icon will represent that power cannot activate Energy Focus again for a short time (Roughly 15 seconds). This means you can use a different attack to achieve Energy Focus. I have been able to activate it 3 times within 15 seconds as you can see in the screenshot below I have Total Focus, Sniper and Bone Smasher all on cooldown represented by their icons. The Janky Bit I believe that the duration of your Energy Focus mode is tied to the duration of your power's icon/cooldown duration. Makes sense right? Activate Energy Focus with a power and 15ish seconds later you lose the orange rings but that power can enter Enter Focus again. The first issue is that whenever one of the cooldowns runs out it will remove any Energy Focus you currently have regardless of which power activated it. This makes it a bit harder to use Energy Release powers within 15 seconds of each other. You have to make your decisions quick enough, luckily these powers don't take too long to recharge. The second issue solely lies with our favourite activating power, Total Focus. When the cooldown for Total Focus runs out, it removes Energy Focus from your character shortly after the icon disappears. This means that there is about a 1 second gap where you can activate Total Focus again, achieving Energy Focus, and then lose it before you can activate another power. In addition to that, Total Focus is on cooldown again. My theory for the second issue is that the dev was nice enough to give us some extra time to play around with Energy Focus because of the long casting time compared to the other powers. This lead to a second or so gap between the cooldown and the removal of Energy Focus. Conclusion Honestly this doesn't happen super frequently, though it does suck when I expect a mini nuke of Whirling Hands only to lose it right before it activates. I have posted about it in the Bugs section of the forum so if it hasn't been brought up yet I hope they see it. I'd like to say it shouldn't take much to fix it but I also don't think it should be that high on the priority list either as I am still capable of having a ton of fun as is. If anyone has trouble understanding this or thinks I did not do a good enough job making it clear let me know with questions and I'll do my best to fix it up.
  23. All good my dude. I am starting to think it synergizes best with a control set that has a stun power. The mechanic is still a bit wonky, and 20% isn't the best proc chance but we could pump up the Whirling Hands cast per Soul Drain if tailored to do that specifically.
  24. Reread the descriptions image I posted. It tells you it does both. I am telling you it does both. Go test it and find that it does both. Not much else I can do to change your mind.
  25. I am not concerned with its Energy Release debuff. Just telling you that hitting stunned enemies with Bone Smasher gives you a chance to put you in Stored Energy state... to then be released with a different power. EDIT: And hitting stunned enemies with the other attacks have a chance to put you in Stored Energy state as well.
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