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ZemX last won the day on June 12 2024
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Hmm... not quite sure about that. It appears to also redirect to Gauntlet Proc Aura which applies un-enhanceable 14.96s taunt mag 4 to all targets. A bit odd. I haven't played Willpower specifically but in my experience taunt auras are fine to hold the mobs near you assuming you're also attacking them with AoE and single-target powers. At least this works for me on Tankers. I only use ranged Taunt to grab aggro at a distance. Not to taunt mobs already next to me. I think taunt auras that also apply several debuffs are especially good at holding aggro because each of those debuffs also adds significant threat which is multiplied by the taunt. Faster pulsing auras naturally accumulate threat faster too. There is some variability in activate periods for auras in different sets.
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This. Debuffs are pretty much the only reason I keep the power monitor mini-window up. Last Hit Chance, Recovery, Regen, Any defense, Any resistance, damage bonus, recharge bonus. I might take an extra defense or resist depending on the character but one is usually enough since debuffs tend to be -def(all) or -res(all). For resist, I like having my two or three lowest resistances shown if I know the rest are capped.
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It's a lot weirder than that. Most people assume taunt is like an AI override. i.e. That it makes an enemy attack you for a certain length of time (the duration of the taunt). But this is not how it works. What keeps an enemy focused on you is a value called "Threat". Think of each NPC as having its own enemies list ranked by who it thinks is the biggest threat to its existence. Everyone who has attacked that NPC gets on the list and starts racking up Threat points as they attack, debuff, control, etc. Person with the highest threat number wins that NPC's attention. The taunt effect is essentially a multiplier. For the person who has put a taunt on that NPC, everything they do while that taunt lasts has its threat value multiplied. This is how a Tanker who does much less damage than a Blaster can still keep the attention of the NPC. It's like hitting for 10 damage and having it hate you like you just hit it for 1000 damage. The weird part is that multiplication factor is based on how much time is remaining on the taunt. So hit them with Tanker 41 second Taunt ranged power and then Brawl afterwards will do many many times more threat than hitting Brawl again just before the Taunt expires. If that makes sense. Happily, this is all pretty much irrelevant and only matters when you're teamed with another person who is ALSO taunting. And I don't know about you, but that doesn't usually concern me all that much. I'd only consider using Threat set IOs if I was looking for a particular set bonus or for a proc. Otherwise, don't need them. Taunt, even unmodified, is such a large threat multiplier that nobody is stealing aggro from you in most normal situations. Maybe if a Blaster has been blasting at some AV for a while and you're late to the fight trying to catch up on threat... I dunno. Like I said, never bother with it and never have trouble holding aggro on a team.
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It's not trying to be deceptive. The game calculates recharge assuming all current buffs/debuffs will go on forever. It can't really work any other way. You might think it could get a better estimate if it takes into account the remaining duration of all those buffs/debuffs but that wouldn't work in all situations either. Buffs/debuffs that are toggles or AoE ground patches, for example, only debuff you as long as the toggle is running or as long as you stay within the AoE of that debuff. The game can't know that. Nor can it know what new buffs/debuffs you will be hit with in the future. So it doesn't try to guess. Hell, my Rad Armor tanker gets a +recharge boost based on how many enemies are standing nearby, so my total recharge bonus can change by the second. All that said, in order to understand what you're seeing, you need to include the power monitor in your screenshot like @Maelwys has (showing Recharge Time Bonus and the breakdown below it) to see how many and how strong each of the debuffs are. One, or even two, cryo rounds can't slow you as much as you're seeing. So yeah, UI display bug or you're getting hit by more and/or stronger debuffs than you realize.
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I go between Everlasting and Excel depending on my mood. Wouldn't say either is "home" since I'm good transferring my tanks wherever I need them.
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Unless you want to believe the game has malfunctioned in a way nobody else has experienced, the only reasonable explanation is that what you're saying didn't happen or that the circumstances of what happened are different than you remember. Three cogs cannot zero your endurance. They probably can't even overcome your natural recovery rate meaning you could stand there forever and not be drained. Like I said, people face hundreds of these things, including higher level LTs and Bosses during the Synapse TF which was just recently the weekly strike target. This would be noticed if it were happening. It's not happening. This was essentially your opening question: Are debuffs worse now than they used to be? Answer: No. They are not. Edit: To clarify, endurance drain IS a thing people experience running the Synapse TF but only because they are facing nonstop hordes of these things as they have to clear out map after map of all Clockwork enemies. If merely 3 of the minions could zero someone's endurance, the TF would be practically unplayable, if not literally so.
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Then definitely play a tanker first and you will have the benefit of knowing how to play a controller/dom without pissing off the tanker. 🤪 Also... welcome!
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I think this one has many uses but isn't used often enough...
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*sigh*. No, they didn't. The ranged power Cogs have is called "Charged Bolts" and it drains all of 1 endurance. Each shot. Not 100%. One... endurance point. Uno. Even if they were max level 20 and +3 to you that would only go up to 1.33 endurance each. So four endurance total from a volley of 3 level 20 Cogs. Unless you went INTO that fight with 14% of your max endurance left, there is no way you are sitting at 10% after they shot you. If they could drain endurance anywhere close to as good as you claim, Synapse's TF would be a bloodbath. That said, Malta Sappers are the minions who can do this. Their Sapper Overload power drains 20 end/s for four seconds. But it's kind of also the ONLY thing they can do and everyone knows it. They don't live long if the heroes know what they are doing.
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I think a whole team of Kin Melees might just drive me insane with those sound effects. Neither set really stacks anything up either, except maybe the disorient in KM. I know it's not your fave, but Rad Melee could be interesting in a full group. Lots of damage patches and the Contaminated mechanism works no matter who applied the status. So, e.g. you can hit someone and apply Contaminated and then someone else can hit them for the burst AoE damage or the siphon healing.
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No way you're talking about a random street spawn in Steel. They are at least 20 levels below you. They can't put a scratch on you let alone debuff you that badly. Purple Patch says all of their attacks and debuffs are at 1% of their original strength when used against you. Sure you didn't run into someone else's ambush that was much higher level than the ordinary thugs in Steel?
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Derp. Yeah. I have edited the post so hopefully it makes a bit more sense.
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On anyone intending to tank for a team or solo extensively at high difficultly levels, I'd say yeah shoot for 80% at least. I think that can be reduced down a little for high-defense characters since they enjoy the benefit of simply being missed by most debuffs, only being hit by auto/aura/ground type debuffs. Or for anyone that ISN'T going to be the focus of all attention.
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Can't say I've checked EVERY one of the buffs I add from the station, but any time I've looked right afterwards, the timer is at 1:30:00 on the power.