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scran

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Posts posted by scran

  1. However, Static blast, ball of lightning (on even con whites...) should trim the HPs on the held mob.  And when TS's AoE element (it can be how you position yourself to a degree...) kicks in it can be good to have a 'Havoc +' output hitting 2 or 3 enemies.  I like how it sends them flying.  It's a theatrical finisher.  I like it.  A touch slow though in the way that 'slow' snipe was 'a bit' slow.

    Azrael.

     

    Important correction, the AOE portion of TS only does about 12.7% of the main hit worth of damage (just tested this ingame). Where as havoc does 83% of TS's dmg (at over twice the animation speed).  The AOE damage of TS is practically inconsequential (slightly above the aoe immob damage), and you need to put a kb/kd or cage otherwise its more detrimental than anything else.

     

    Originally when i was planning the build i thought it looked great for dmg, and could put a recharge proc on it... It may be ok for melee ATs that dont have much to do, but throwing a hold, confuse or jolting chain from the primary seem a better use of my animation time than a TS.

  2.  

     

    As pure control.  Not bad at all.  I like 'how' it plays.  But the damage return is mute.  The assault set, I guess, allows you to open up and clobber them when they're subdued.  I didn't realise that the end mod affected only the 1st target on confuse or chain fence?  I see.

     

     

    I meant the chain skills, that is the chain knockdown and the confuse. the aoe immob does apply the end red to everyone.  Though most of the end red comes from the aura, the more important part on the other skills is the -recovery.  On that note the aura gives +% recovery buff, not flat end to you like the other powers do.

     

    Now that i think about it, kinda weird elec assault has no chain skills.  Also thunderstrike seems godawful, tries to do way too much at once and its bad at them all. (ontop of being hillariously slow)

  3. Fire/Psi.  They seem to be the standard build for 'melt all' damage?  It's the one that seems to stand out to me.  I've also heard about Plant doms with fire?  Psi and Fire, though.  Are the games standouts.  Not many things resist Psi and Fire teh POwURful damage burnie.  You see it with a spines/fire farm built.  Some things are 'go to' for the damage.  That isn't a big attraction to me.

     

    Though I would like a bit more damage on my elec/elec domi on control and assault sets.  Dom's are brittle and very tippy tappy.  But that Domination button.  Oh mamma.  I find it's brittle play style compelling though.  My current favourite type. 

     

    Brutes and scrappers.  Where's the vulnerability?  I'm tough and I do loads of damage.  Where's the challenge?  Wander in.  Hit stuff.  Get surrounded.  Wait.  It's all dead.  (Though my elec shield brute is, at L32 still making hard work of it...with a leaky end problem...)

     

    My elec/elec domi' is 'ok' at single target damage.  I use Build Up to supplement my damage out put AND Assault from Leadership.  (I'll take what I can get...)

     

    I wonder if the incarnate damage power in my incarnate slot would help...boost damage out put some.

     

    As for Jack.  Give him a 'slow' aura.  That would make his dull witted persona more compelling.  Give him Bitter Freeze Ray.  So he's a slow plodding slower...with a big south paw punch.

     

    Azrael.

     

    It hurts how little elec control gets out of domination.  Could the confuse chain and sleep patch be made so the they benefit from domination? Confuse chain is so slow, only the first target being affected by domination is kind of a slap in the face.  Or maybe the end drain stuff gets boosted (and only the first target from chains gets end drained too...).

  4. powers dev wants to do a pass on Dominators before sending the snipe changes to live, since they are directly affected by it in ways that don't apply to Ranged sets. So I imagine it will be a week or two.

     

    Oh my bad, for some reason when reading the thread i understood that the assault set overhaul was coming at a later date.

  5. I have talked to Leo about this in the last few days: Assault set buffs are top priority right now. Dont have a full list to share yet, but in Energy Assault in particular looking at shortening the cast time for Total Focus, increasing the recharge and damage for Power Burst significantly, and possibly make Power Boost be a bit more like Gather Shadows.

     

    Whilst I'm at it, I wouldn't mind some trickle damage over time on some of the elec control powers.  I find the damage on that set underwhelming for the elec' domi.

     

     

    I Also have an elec elec.. remember part of the elec theme is sleep, and DoTs would break it... im fine with more damage, just not in a way that breaks the elec sleeps

  6. If you're talking about 8 man teams, can either assume you're bringing defense or that its covered.  And where you want to stand. In teams primary/secondary combos matter less. I find the special ios are important for keeping pets alive, even in teams, so you want to stand near all of them.

     

    If defenses are covered and you're fine with melee, id say nin/demons and kin/rad/poison.  if you want range then bots or mercs (use kb2kd and achilles heel) are purely ranged.  Akward thing about melee is you really want bodyguard mode on, but if nothing gets attacked then your pets wont attack.  So make sure to go in early.  these will be on the weaker side of solo, so make sure you are always teaming.

     

    If defenses arent covered, time/dark/cold/nature are solid (i dont have experience with sonic but it seems decent on paper).  necro will also add monstrous tohit debuffs. and if you're cold/poison you can remove resistance to tohit debuffs. maybe storm with kb/kd? but i see the powers have afraid tag.

     

    Beasts/necro are more defensive and on the lower end of the damage scale.  thugs have two pets that are melee that without special io coverage i dunno how well will do.

     

     

  7. I'm not as demoralized, but I do wish Doms hadn't gotten hit so hard by this.  It does seem like they're unwilling to leave Doms working different from other ATs.

     

    Powerhouse said they'd be reviewing the Dom secondaries.  So hopefully Power Burst and Blaze get some love (as well as /NRG in general,) they're the real losers with this change.

     

    Most secondaries have snipes too...  Different ats have different working powers for a reason =/

  8. I'm fairly unhappy with the dom changes.  Theirs should be on a higher cd/dmg scale.  Unlike other sniper users that mostly focus on their damage rotation, doms are pretty busy with their primary stuff so high activation or low cd tends to hinder them more than others.  Not to mention doms generally build for recharge to begin with.

  9. Starting at 3pm EDT on the Everlasting server. Ill give a few minutes extras before we move out.  If there are too many people we'll split up then rejoin as people have to leave.  This will be fairly informal where you can join and leave whenever you want. Ill probably be around for 3-6 hours. We can talk about when to do the next session tomorrow and if we want matching costumes or whatnot.  My discord is Scrangos#2136 and ingame @Tsubaki.  Message me for an invite! (I probably wont be able to keep track of everyone)

     

      I'll be starting red but will drop by pocket d to go rogue.  Starting at lv1-2, if you dont wanna deal with low level stuff... feel free to come a little late.  I'll have basic lv25 IOs available at my SG base.  This is my first time hosting anything in CoH so bear with me ^^;;

     

    Timer link

    https://www.timeanddate.com/countdown/to?iso=20190608T15&p0=226&msg=elec+team&font=cursive

  10. Playing one now and at 36.  I started it because I wanted to see what a Perma/Power Boosted Fortify the Pack would be like.  So, let me address that first.

     

    Fortify the Pack gives your pets 5% defense + 1% per stack of pack mentality.  At low levels, you will have 2-4 stacks normally, after 32 it is not that tough to reach 7-8+.  Lets say you get 4 stacks normally.  That is 10% def.  Slotted is 16%.  Boosted that is about 24% (Someone correct my numbers if wrong).  Add that to the base defense (10-12.5% depending on level) and you are most the way to being capped.  Add 4% from Maneuvers(slotted). Add the two 5% I/Os and your are capped (Or near capped w/o Power Boost). 

     

    With all that said, you can hit cap at 50 with both ATIO (+15% & +10%) and the two regular IO (Both +5%) w.o Fortify.  In the end, I see it basically being used similar like it is now, a panic button for when you start go get cascading failures on defense and/or vs high +to hit mobs.  Useful, but not as needed as I originally thought. 

     

    Okay, as far as how it plays.....it plays like all Kin...fast.

     

    The damage is pretty good, and since all your pets are (mostly) melee, you can gather them for buffs/heals mid combat by selecting a target for them.  That is useful in a fast paced combat.  With Speed Boost, they get there fast. 

     

    Another thing that is different then most MM's is I took the personal attacks.  Early on I used the single target attack fairly often, and the AoE sparingly.  I recently speced out of the AoE strictly because of time cnstraints and aggro management as I turn up the group sizes.  The reason attacks are better here then many other MM's is because the can add stacks of Pack mentality (not guaranteed) and that with Siphon Power, your attacks hit a bit harder.  I figure if I am not draining my end, I am leaving damage on the table. 

     

    I skipped Repel and Inertial Reduction, and power pools I took so far are Sorcery (just speced into the Fly and single target attack to get the status protection on the 3rd power), Maneuvers and tactics and of course Hasten.

     

    The only time the set felt a bit weak was at 21 as I had not had anything slotted.  From 22 on it has been a powerhouse, and one of my favorite MM's.  It is very active.

     

    Nifty, I hadnt realized you can defcap beasts without a secondary.  That said you cant really perma it due to being unable to gather stacks while fortify is active (for the next one).  Though even with 0 stacks and the special ios and their base def, you can defcap against aoe with 0 stacks.

  11. Another thing to consider, mercs resist smash AND lethal, bots only resist smash. with the 35% res-all special ios you can get about 60% s/l res on mercs, where bots only get it on smash.

    35% I only know the AT one wich is 10%, the reinforment one of 10%, i'm missing 15%? :(

     

    edit, sovereign is another 10%, forgot that one :P

     

    Superior version gives more too.

  12. Another thing to consider, mercs resist smash AND lethal, bots only resist smash. with the 35% res-all special ios you can get about 60% s/l res on mercs, where bots only get it on smash.

  13. Where did you find the basic, Train and Tame Beast pet powers? I was looking for that but couldn't find it. Ended up testing to make my own but not sure how accurate mine is.

     

    If you are a beast mm you can right click on the powers for detailed info, if not on the char creation you can hit the i button and hover over the powers.

     

    The only difference I can see is that the alpha has growl which is an aoe debuff.  It also seems to have two pack mentality granter on train and none on tame o.O

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