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Everything posted by Coyote
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Named like the hero at the end of a Mayhem is a named unique NPC, or AV-level named?
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I came back this fall after not playing for like 4-5 years. I'm exceedingly pleased with: - adaptive recharge made many AoE controls worth taking - getting Containment on Fears is nice... a bit niche, but nice on the characters that have Fear. - MMs getting their set bonuses passed partially to the henchmen is huge. Oh, and about that Robots nerf? Last time I had played mine, the Full Laser Burst from the bots took like 5 seconds to activate. If you go back far enough, Bots got buffed, not nerfed. - some great new sets for Controllers However, one major change was bad: they buffed Regen? Seriously? But "nerf regin" was one of the core features of every new expansion! How did we ever get away from that? 😆
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I'm still waiting for when that's a viable power in-game. Right now, it's kinda nerfed.
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Is it possible to set up a ring around your Domination power to show what stage it's at? First 80 seconds: green Next 5: yellow Last 5: red This would help perma-Doms time their power uses, and non-permas know when their Domination is about to drop. Using recharge timers to try to time it is often impossible, as many characters will have varying recharge rates due to Hasten drops, random activations on Force Feedback procs, and incoming debuffs.
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page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Coyote replied to The Curator's topic in [Open Beta] Focused Feedback
Runaway's point about stacking +Resist values being of more benefit to henchmen who already have Resist values looks reasonable to me. Increasing HPs would benefit all henchmen equally. A counter is that boosting pet HPs effectively gives them "resistance" to Heal and Absorb, since now the same Heal or Absorb value will have a smaller percentage effect upon their HP bar. -
Seriously suggesting that someone's account becomes limited, because some other player or players dislike how that player plays, and feel that they obviously can't control themselves, and need to be reined in by some portion of the community that disagrees with their playstyle?
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1: /Poison is a hard set to like early, it's not very strong, and also it's very weak in terms of appearance and action. It doesn't strike you as doing much from the secondary. 2: Plant is good early, and stays good. It should be fine. If the animations aren't striking you as interesting, maybe you should switch the primary, but it shouldn't be for effect reasons. Also, if you're coming from other ATs, maybe you're looking for a more direct-damage focused set... Pyro and Symphony both are more direct and proc up nicely once you get access to AoE proc IOs. Plant is a lot more "use powers, let other things damage the mobs", since it relies a lot on Confusion and the damage from Creepers rather than its direct attacks. Pyro has very quick animations so it feels better attacking with it, and Sympony's attacks are front-loaded damage rather than DoT other than the Confuse, so they feel closer to a blast set early, while Plant is very much a "set your dots and controls into place and then chew some bubblegum" set.
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page 3 [FOCUSED FEEDBACK] Bio Armor Adjustments
Coyote replied to The Curator's topic in [Open Beta] Focused Feedback
I just want to solo this thread. With zero difficulty. 😜 -
page 3 [FOCUSED FEEDBACK] Mastermind Archetype Adjustments
Coyote replied to The Curator's topic in [Open Beta] Focused Feedback
I haven't had a chance to re-plan my builds with the new options to move ATOs to personal attacks, which will free a lot of slots for more damage and damage procs in the pet attacks, but I'm pretty excited to test these out... Bots/EA was able to solo Kronos Titan (hard) and Winter Lord (not very) before these, so increasing the set bonuses from 40% to 50% will help defense a bit, and freeing up enhancement slots will help offense. No idea about the stealth/defense changes... this will be great for re-summoning midfight and having the henchmen less likely to get clobbered before I get to buff them, but that wasn't really a major issue or else the fight wasn't really winnable in any case. It feels more like a "nice to have". Lowered End costs on MM attacks is nice, though, as they've gotten more reason to see use. Overall, MMs feel like they will be a lot better in most of the content, especially soloing. Not sure, however, if it will solve some basic problems regarding their utility in high-end content, and I don't know if that's really fixable since they are a pet class and that has some unique challenges in some situations. So... thumbs up overall, but maybe a "meh" for situations where they felt undesirable rather than just subpar. -
I agree... it helps my Earth/Cold controller solo well. It takes 4 damage procs (2 from -ToHit sets and 2 from -Slow sets) and 1 Achilles Heel, perfectly fitting into the 5 slots that you have left.
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I like the Orb ATOs on a few Dominator powers that are PBAoE, since it pops up in the middle of the enemies if you're already there attacking with the power. Especially on ones with shorter recharge, since that's where normal %Dam procs drop in chance, while the Orb ATO only needs to fire on one target to summon it. I also like the set to run 2 pairs of the IOs in order to boost control duration for multiple OTHER powers, especially if they're going into a control power in which I might only want to put 1-2 slots. It's a way to squeeze out extra control duration in Holds or Confuses if you want to try to perma-control AVs, or a way to get extra control duration into a control power where you're using most of the slots for proc-bombing.
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Elec. Melee/Shield - Which AT Would You Choose?
Coyote replied to Renatos1023's topic in General Discussion
I'll add another to the Stalker votes. Stalkers usually struggle for AoE, but Electric Melee was ported with its AoEs intact, so it's the best AoE set for them. With Shield, you actually have a Stalker with good AoE damage, while still having the great ST damage of Stalkers. Losing out on some defense stats is worth it for the damage output. -
Good day... I've returned after some years off, and I didn't find any patch notes referencing a change to how IO procs work in Jolting Chain (Electric Control), but I have three IOs slotted in it that I believe worked some years ago and no longer seem to proc: Force Feedback: +Recharge Power Transfer: Heal Self Performance Shifter: +Endurance I also have some damage procs in it. Can someone refresh me on how IO procs work in this power now? I still see the damage procs work well, as it does way more damage than its direct power damage, but I haven't gotten any of the self-benefit procs to fire. I thought that the initial attack had a chance to trigger the self-target powers from the first target... is that not the case? TIA -Coyote
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LOL. Great line. My reasoning also.
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I'll just state that I've perma-Held AVs with Fire/Psy (at least up to +1, I think +2s break out... not sure how high I'll be able to push it with a max-Incarnate build). I've perma-Held AVs with Mind/Nrg (but only +0), but the Mind/Nrg can perma-Confuse to +2 without much issue. Not even 50 yet. Note, however, that this is a "for show" perma-Confuse, because I have to stick to +1 so that I can fit in a damaging attack chain that can break their Regen. Against +2s, Confuse has to be used almost as fast as it recharges, so I can't run Confuse-TF-Confuse-Burst-Snipe and still fit in occasional Power Build-Up, Hasten, and Domination without occasional lapses. Now, as far as actual screenshots or video evidence, frankly, I'm only putting out this information to help players who might consider this plan. I don't actually care enough to persuade people that I'll bother to run a video while playing just to document it. If you trust me and want to make a build for this, good for you. If you trust me but aren't interested, that's fine. And if you don't trust me, frankly, it's your characters, run them as seems most fun to you.
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So... instead of lasers, these guys mounted Particle Projection Cannons?
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I took Provoke on a Robots/EA MM originally, it's useful for keeping mobs in the AssBot's burn patches. But then I decided I'd have more fun with Group Fly and Fold Space... Provoke would still be useful to keep Bosses from running out of the burn patches, and Robots struggles at Boss-killing, so I could see keeping it over Group Fly. This is for soloing. For teaming, mobs should be controlled or Tanked in most situations, so it has a lot less use.
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Sorcery Pool Updates in Issue 27, Page 2
Coyote replied to Captain Powerhouse's topic in Developer's Corner
But... it's a toggle. Why would it lower DPS to activate it on a target between fights, and then after that just let it run? Allowing ally buffs to be used on oneself would be OP in many cases. Not necessarily all, but many... Empathy as a self-buffing set would give Empathy defenders the Regeneration of Regen Scrappers... plus mez protection, huge +Recovery and good +Defense. That's probably the most OP set. Now, if the argument would be to allow them to be used on oneself at between 1/4 to 1/2 of their normal buff values... that may not be OP. Then you'd get a multitude of buffs, but not at the same levels that Armor sets get. Which is fair because while Armor sets would have higher defensive values, they wouldn't have the versatility of being usable on allies (at double the power, too). I could see a discussion about powers like Spirit Ward being usable on oneself at a lower value. I'm not sure it's necessary since Sorcery seems fine to me now. But as long as it's a lower value, it wouldn't unbalance the pool. -
My most fun two have been: Robots/EA. EA is so busy that there's always something to hit, even without taking any of the Robots attacks. Beasts/Kin. Kin is also busy, and the Beasts attacks are also good, so it's nonstop summoning of lots and lots of animals. Both are highly effective, with Bots/EA being very strong defensively, and Beasts/Kin offensively. Both benefit from good Endurance recovery powers.
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For Frost Breath specifically, it has a 90% base chance instead of 75% (so effectively a 1.2 Accuracy multiplier). It's usually pretty accurate with Tactics and some set bonuses, by the time a character is high enough level to get it.
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I think I calculated it to be about 6 HP/sec worth of regeneration on the average, if used as part of an attack chain... probably a bit less in practice with mixing in AoEs, Build-Up/Aim, Hasten, etc. Say 5 HP/sec... putting 2 in and getting 10 HP/sec of healing will be noticeable. But killing mobs faster will also be noticeable.
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Sorcery Pool Updates in Issue 27, Page 2
Coyote replied to Captain Powerhouse's topic in Developer's Corner
Generally, powers that have a fixed recharge will have a shorter recharge time than enhanceable ones. If they were to set up nukes with a fixed Recharge value, I would very much expect them to be lower than the original base recharge, but higher than the current "high-Recharge build" recharge, maybe 60-90 seconds. Definitely not 180. -
1: you can probably get away with only 1 Accuracy in those guys... 1 Acc is generally good enough until you start to face significantly higher level mobs, so unless you're playing at +3 or so, with Supremacy added to help their chance to hit, they should be fine. However, you might want to consider 1 End Reduction in them. Although it may only be needed after you get the Level 32 upgrade, I think that Ninjas often have Endurance problems. 2: if you're going with a relatively expensive IO (generally 6 million plus), it's not that expensive comparatively to get some mismatched Acc/Dam/End from sets like Blood Mandate or whatever is available at Level 22, and get more total Enhancement value out of the first 5 slots. 3: you don't really have too many options here, it's just a question of Tier 1 or Tier 2, and of the two, the Tier 2s can afford to have slightly lower total Enhancement since they don't need as much Accuracy as the Tier 1s... they're a level higher, and they do have attacks with -Def debuffing. So I would want the Tier 1s to have all 6 slots on enhancing Acc, Dam, and some End Reduction. But, honestly, I'd try to sneak in more +Def IOs into the Tier 1s as soon as money is available.
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Sorcery Pool Updates in Issue 27, Page 2
Coyote replied to Captain Powerhouse's topic in Developer's Corner
Mystic Flight: not much needs to be said.. improvements to flight speed and teleportation range make it a clear improvement. Spirit Ward: good. I like it as a precautionary toggle, so having the burst of absorb at the front wasn't a great deal for me, but since other players seem to care about using it as a reactionary defense, it's good that the design now incorporates benefits designed for both types of uses. Arcane Bolt: as I've said, I like it. I like that in general use it's a solid attack, and it also has a nice niche as a "use occasionally only when Arcane Power is active" that turns it into a really good attack for a T2 attack. Rune of Protection: I like the 60/180 ratio, it fits better into many defensive rotations. I'd have preferred a 30/90 so it can be used more often as a reactionary power, but since the animation isn't very fast, the argument that 60/180 will generally be better also makes sense. This ratio looks fine to me, and I like that it's recharge-independent so it can save slots. Enflame: Kind of poor, I think. Not quite a dud, but for an AoE power it's not at all impressive, and for a single-target power, the AoE makes IOs in it less effective. Does it get the benefit of Containment for Controllers? In any case, I won't complain, because it will still have a use as a high-DPA power since one activation lets it do 60 seconds of damage. Most builds would love to have an almost animation-free toggle that improves DPS on a single target, and slotting cost is minimal since you can skip Recharge on it. Whether it ends up worth the pick and slots will depend on the build and on how much damage it does once slotted up... on Live it's underwhelming, but it also has problems with Enhancements not working, so maybe it will become more worth it now. -
Focused Feedback: Pool Powerset Revamp: Sorcery
Coyote replied to Arcanum's topic in [Open Beta] Focused Feedback
This has been suggested before, and I'll add my voice to it. If it's going from a 90 second duration for the current animation to a 30-60 second duration, could we get the animation to be a bit shorter?