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Everything posted by Mack008
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Another thought... anybody try to slot Sentinel's Ward proc into Voltaic Sentinel? Does the Absorb protection affect the character?
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However, Scrappers have to spend time getting into position to attack their targets (or chasing them down) where Sentinels can just shoot them. (This is why I quit playing Scrappers. All too often my target would die before I could get an attack off, and I spend a ton of time moving.)
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And for some extra pop, you can drop one right after a Time Bomb and get both explosions to go off at the same time. But I agree with the others... it doesn't get used much on teams. They move too fast.
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So I'm digging the new version of Voltaic Sentinel. An always on toggle is much more useful, and the little sparky guy does just enough damage to contribute without being overpowered. He's particularly good at finishing off targets with just a bit of health left. Anyone have luck adding procs to it? Looking at the numbers, I would expect that a typical 3.5PPM proc would only go off about 13% of the time, which is doesn't seem like enough to make it worth it. Or you could slot an Overwhelming Force (Dam / %Knockdown) which has a flat rate of 20%. A one in five chance of knockdown doesn't sound great, but it does shoot every 2.25 seconds. Thoughts?
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Excellent. Appreciate the quick reply!
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Quick question... for Interface: Reactive, does the -Res and Fire DoT apply to Henchmen attacks, or just to the MM's attacks?
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Currently Assault only takes two enhancements: Recharge Reduction (why?) and Endurance Reduction. Suggestion 1: Allow normal Damage enhancements to be slotted, which would increase the damage bonus. Suggestion 2: Allow any Damage IO set (Melee, Melee AoE, Ranged, Ranged AoE...) to be slotted, so players can get set bonuses.
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Thanks. That's what I assumed, which puts a 3.5 PPM proc at about a 35% chance. Which is OK, but it'd be better to slot normal damage before adding a proc.
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Anybody know if Gun Drone procs based off its attack power or if it follows one of the weird pet proc rules?
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I've got a Merc/Elec, and I'll echo the comments about it feeling 'clicky.' Additionally, you have to be proactive with the buffs. In particular, Insulating Circuit (the one with the Absorb) really needs to be applied before a fight starts. And since all the effects use the "chain" mechanism, it takes a little getting used to. Where with other sets you can just tap your AoE heal, with /Elec you have to select a henchman and hope that the effect arcs to all the others. Normally that's not much of a problem, but if you're on a team it can be a bit unpredictable. (Especially if you don't have many stacks built up.)
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FWIW... I checked the Regenerative Tissue +Regen on the test server. It does not affect henchmen.
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Hmm... I already have some MMs with /Dark, /FF, /Time, and the aforementioned /Elec. May have to give /Traps a try.
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Pblue, thanks. I knew I had seen a write-up somewhere.
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I've got a level 47 Mercs / Electric that's reasonably enjoyable, but was wondering if there's a better secondary to use. Any suggestions? (And yes, I recognize that Mercs are lackluster to start with.)
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So what's the recommended incarnate's for a MM? I've got a few different 50 MMs and only recently started messing around with the incarnate system.
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issue 27 Patch Notes for October 5th, 2021
Mack008 replied to The Curator's topic in Patch Notes Discussion
When I logged in, the announcement mentioned changes to the Stealth and Sorcery pools. Anybody know what they were? -
So what's the chance for the double damage? The CoD entry is quite long, and if I'm reading it writing, the odds are different for a few different classes.
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FWIW... Dark Regen can take 4 different damage procs. Each one will have a 56% chance of going off. Roughly speaking, that would be 140 points of damage to each target at level 50. So if you want it to do damage, you can. But you will have to give up some set bonuses in the process.
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Thanks for the info.
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Was just looking at the enhancement in the title, and I understand that it makes your snipe always a Fast Snipe, but is the damage always Fast Snipe as well? Was hoping this gives Fast Snipe's timing with Slow Snipe's damage.
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Currently (as far as I know) there's only two ways to turn Knockback in to Knockdown: 1) The Sudden Acceleration IO. This is a decent option, but comes with an opportunity cost in that a slot must be dedicated to it so you're likely giving up something else (accuracy, damage... and most likely part of a set bonus). 2) The Overwhelming Force IO. This is a good IO in that it both increases damage and changes KB to KD. The downside is that you can only use one of them per character. For KB heavy builds, neither of these are great options. So here's my thought... create a new Knockback IO set where one of the set bonuses is KB to KD. The IOs themselves can be the typical ones (Acc/Dam, Acc/Dam/End, Acc/Dam/Rech, Dam/End, Dam/Rech, End/Rech), and the first few set bonuses would be typical as well. But either the third or fourth set bonus would turn that power into KD. Set bonuses normally apply to the entire character and not one power. So if the above is too difficult to implement, then as an alternative have the set bonus reduce all of a character's knockback by a third. Then once three powers are slotted, all of the character's powers would be turned to knockdown. I'd love having that as a option on several of my characters.
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Kind of surprised that after 9 pages we don't have a power-by-power review of /bio.
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Well, at least I didn't spend too much time on that idea. Thanks for the info.
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Anyone know how effective putting a Proc into Photon Seekers is? Not sure what the math is since they're a summoned pet.
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Five seconds dovetails with what I see in the game. Thanks for the info.