
drbuzzard
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Everything posted by drbuzzard
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Focused Feedback: Stone Armor - Revamp and Proliferation
drbuzzard replied to Booper's topic in [Open Beta] Focused Feedback
I have soloed an ITF on a granite brute. I wouldn't even consider it on a granite tank. You are correct that granite carriers serious penalties, but if you're a tank, they don't interfere with your meatshield job. On a brute, the lower damage scalar means it is less consequential, and you can compensate for the recharge without much trouble since you have a lot of mule slots for LotG and potential to chase recharge IO sets since your defenses are quite stout. -
Focused Feedback: Stone Armor - Revamp and Proliferation
drbuzzard replied to Booper's topic in [Open Beta] Focused Feedback
Enough is being moved from granite to stone skin to make non granite builds viable. I consider that to be good game design. Note: beta tanker numbers. Granite gives 50% resistance to l/s 40% to everything else but psi. Add in stone skin with 10 % to all but psi and that puts you in a really good place to cap resistance with minimal trouble from IOs. For defense granite is 15% def to all but skin, and the new stone skin gets that to 20% before enhancement. Heck with just SOs you're talking around 80% resistance and 32% def to most things. That's really damned solid. Minimal IO and incarnate (alpha) work and you cap all resistances but psi and softcap defense. You basically have to face psi, or tons of debuff to actually die (especially with rooted up for the regen). If you think granite is a waste of a T9, you've not played it. The penalties are a bit annoying, but with combat teleport in the game they really are easily mitigated. -
Focused Feedback: Stone Armor - Revamp and Proliferation
drbuzzard replied to Booper's topic in [Open Beta] Focused Feedback
Granite is good enough on its own to deserve the downsides. -
Focused Feedback: Stone Armor - Revamp and Proliferation
drbuzzard replied to Booper's topic in [Open Beta] Focused Feedback
Yeah, that wouldn't be bad. It's how granite works. -
Focused Feedback: Stone Armor - Revamp and Proliferation
drbuzzard replied to Booper's topic in [Open Beta] Focused Feedback
Yeah, I was about to mention this. Also, I suppose it is working as intended but I make a lot of characters for hovering while in combat since 3D mobility is useful. Geode will not go on when hovering. That got me killed a couple times playing tag with Cimerorans. -
Focused Feedback: Stone Melee - Changes and Proliferation
drbuzzard replied to Booper's topic in [Open Beta] Focused Feedback
Accidental double post. -
Focused Feedback: Stone Melee - Changes and Proliferation
drbuzzard replied to Booper's topic in [Open Beta] Focused Feedback
I suppose I should test it to be sure, but I skipped fault on the test stalker because it says 'may do damage' which sounds an awful lot like it's random if it does damage or not. I guess I understand the change which created seismic mallet. Stalkers already do crazy damage, so siesmic smash might be excessive. Though after playing stalkers with the fixed EM, I can't imagine that seismic smash at full force would have been all that excessive. ET when going properly (which should be every time if you play it right) is far more damage (DPAS). Also the quickened total focus also stands as a respectable DPAS attack now. Stone melee on brutes (or tanks) was always a hotshot in single target DPAS because of the combination of heavy mallet and seismic smash. We lose heavy mallet here. (stone punch is good because it is quick, but really not godly or anything). I suppose the idea was that assassin strike coupled with seismic smash would be excessive. Well I know this set won't be tempting me to abandon my EM stalkers. As for other things- there's a number of powers tied to being on the ground. Thematically that makes sense and all, but it does put a kibosh on hover fighting. Fighting romans on the walls of Cimerora I found out the hard way that Geode only worked on the ground. -
Yeah, the placate seems to come last after the proc. I noticed a couple other odd things from the placate. It seemed to have variable aggro suspension. So for example, you're in the second mission of the ITF and you're destroying the crystals which spawn an EB led team to come after you. If you placate that team, sometimes they would forget all about you, and other times they would eventually get back on track. Also when I was fighting Romulus in mission 3, I was fighting him with a bunch of the surrounding lackies. I placated the bunch and beat down the AVs. One of the bosses walked away and never came back. The other boss moseyed away, but came back. I was certainly under the aggro threshold at that point so it couldn't be that.
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Focused Feedback: Changes to Sleep and Placate
drbuzzard replied to Booper's topic in [Open Beta] Focused Feedback
Yeah, I can't say I'm expert with the before version of placate since I've been skipping it for years since they fixed stalkers so long ago. -
Focused Feedback: Changes to Sleep and Placate
drbuzzard replied to Booper's topic in [Open Beta] Focused Feedback
OK, tried it out. The perfect zinger damage proc doesn't cause any aggro. It appears that the proc hits before the placate sets in. -
Focused Feedback: Changes to Sleep and Placate
drbuzzard replied to Booper's topic in [Open Beta] Focused Feedback
The proc was in, though I didn't really test to figure out if it could aggro targets. I suppose I can check that tonight. I only really used it to peel off lackeys. -
Focused Feedback: Changes to Sleep and Placate
drbuzzard replied to Booper's topic in [Open Beta] Focused Feedback
OK, built up a stalker to test out the placate change. Just to get a twofer out of it, I took the character solo on the Aeon SF. It certainly appears to work pretty well. I was using an EM/EA stalker, and clearly this is no AOE king (added the weapon EPP to get the exploding shuriken to shore that up). However even in the first mission where the research scientists all summon a posse of spider bots, I could get by by placating the crowd as I focus on the boss. It's a good tool now, in contrast to the past where placate was simply a power to skip. I also appreciate that something can be slotted into it, as I put in perfect zinger for the bonuses. Overall my evaluation is that it is working as intended, and took a dud power and made it worthy of serious consideration in any build. A very good change overall. -
Suppose you'll have to test, but resist does provide its own debuff resistance, and an excess (which unstoppable has) should keep up good numbers if you bother to enhance it.
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Yeah, been playing an elec/regen build on beta, and the changes are pretty nice. In particular the volt sent changes help a lot and synch nicely with the static build up. Also, to be rather honest, the earth blast fails to impress looking at the numbers.
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Now the new issue looks pretty cool and all, but looks like sentinels remain the red haired stepchild of the game. There's a new blast set for everyone else but sentinels (defender, corrupter, blaster). I think the consensus is fairly universal that the AT needs help, but nope. I rather wonder if the dev decided that a tank mage was a bad idea, so they want the class to just fade away.
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I played the SoH beta a while back, and the game does work. The art work for the interiors can be nice, but the character animations are a bit clunky. I expect that game to launch eventually, though if it will succeed is another matter. I'll try it since I tossed some money that way, but they have some issues. CoT is the poster child for vaporware.
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I've come to be pretty fond of exploding shuriken. The pool has an endurance boost power, and the DPAS of exploding shuriken is amazing for an AOE. It would be a good attack if it were single target even.
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Yeah, you have to consider the whole package before you decide on how much damage an AT does. For example stalkers do 1.0 damage scale, but owning to a whole lot of criticals which they can actually control, they arguable do the most damage for melee (single target). If they aren't kings, they are quite close.
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What are your favorite things about Sentinels?
drbuzzard replied to Galaxy Brain's topic in Sentinel
The fact that you get to make an AT which really is very comic booky is what I like about sentinels. I remember when VEATs came on the scene back on live, I jumped on that because it allowed the ranged tanky type. A SoA became my de facto main. However you are very limited in choices with a VEAT both aesthetically and in powers if you want to be a ranged blaster. Sentinels open up a wealth of choices in powers, and don't leave you with ugly cyber legs sticking out of your back. -
The odd thing, is that that newer or older, the sets all predate sentinels and their associated ports.
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Yeah, I was downright ticked when I went to the trouble of getting the KB->KD IO from SBB for it, and it didn't really help.
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I'm going through slowly. Did a couple today. It's not complete revisions, but some tidying here and there.
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This power is why I avoid fire blast sentinels. I'm not sure what the designer was on at the time, but he sure wanted to piss off the players. I used to put in something to remove the knockback, but it does no good with the repel. It's had that since the start of HC. I've been calling for the repel to go away for a while now, to no avail of course. Then again many have been calling for help for sentinels since the start, also to no avail.
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If they 'fix' (rather like a tomcat I suspect) procs, then the weaknesses of sentinels is likely to be really glaring, and maybe they will move to do something.