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Everything posted by Coyote
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Focused Feedback: Blaster Secondary Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
I believe that it is, in general, better to balance powers and sets with formulas rather than by feel. So I do like the idea of setting all similar attacks to a similar range. However, Psy attacks consider bonus range as part of their secondary effect. If the range is such an important aspect of the power, I do not see why it wouldn't be reasonable to request that it gets a bonus range in return for lower duration, or longer recharge (but without getting greater cost and damage), or some other way to make it balanced against other Tier 1 Immobilizes that are 60'. Asking to be 60' just because "that's how it's been" doesn't fly with me, if it's an unfair benefit to a power. Historical bias is not a good reason for a power to be unbalanced. But historical bias could be used to argue that this particular statistic is more necessary to /TA Blasters than to, say, /Ninja or /Rad, and it's worth giving up or weakening some other aspect of the power. -
Jade Spider AV Mission...need help...found in Ouroboros zone
Coyote replied to OrionX's topic in General Discussion
Necroing because I have the same question. I was soloing the mission, went through the AVs, started fighting it, and got it to the 30% HP threshold. Then it respawned in place as the upgraded version (Much Too Jaded Spider), and proceeded to ignominiously erase the few "Heroes" who had survived through the fights. Then somehow it kept hitting me... maybe I was in the area of its cone, but I was actually flying above it, with PA below it. But somehow I was targeted, and boy, does it erase HPs fast. I tried again with Lucks to try to survive and move out of the cone, but it didn't take long before it again stacked enough hits on me to wipe me. I just read that it has a Mind Link power so I would have needed 50% Defense to AoE, maybe that would have made a difference, if I used Phenomenal Lucks or stacked weaker ones. But before I go through a mission with like 7 AVs plus this monster again, has anyone soloed this? If so, what were your tactics? What did you use? I think I could see a SR Tanker handling it, and I think Ele has high Psy resists and also some Regeneration to handle what goes through, plus resistance to the -Recharge effect. But it would take a pretty high damage Tanker to beat its Regen. Maybe Earth/Cold (Stoney can cap out Psy Resists while also capping or almost capping Defenses) might also have a chance. -
You mean, epic? I like Earth for this combination. You're in melee range anyhow to take advantage of the healing and Fulcrum Shift, so may as well use Fissure and Seismic Smash. And you do get a solid armor that you can improve with set bonuses and get soft-capped against smash/lethal damage.
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Focused Feedback: Energy Melee Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
EM's rotation automatically damages you, although I think Scrappers may have a way to avoid it sometimes. But for that reason, I would avoid it with a set that only mitigates incoming damage like Invuln, SD, SR... and run it with a set that's build to take damage and heal or regenerate it. Regen, Willpower, Electric, Fire, Dark, etc. Basically, any set where a good build either has high Regen, or regularly uses a heal. -
Focused Feedback: Blaster Secondary Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Wait a minute here. On the one hand, you're completely right... something actually unique as the T9 would be GREAT. But... OSA is already made. They don't have to develop a new power and test it. Combining Gymnastics and Agility saves a power pick for those who don't want OSA. Those who DO want OSA are getting a very nice useful power. This is really a good change for the set. Sure, it could be better, but the argument "It would be better if it were a new, better power"... is one that could almost always be applied to almost all major set changes. Frankly, Tactical Arrow was already a good set, and combining Gym/Agil and adding OSA is clearly an improvement. Especially given how well OSA works with a damaging Glue Arrow... and more-so if you run it with Ice, Fire, or Water Blast for the added DoT patch, and how Bonfire is available at that level to stack with the "slow and burn" effects. -
Focused Feedback: Blaster Secondary Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Call it parkour -
Focused Feedback: Blaster Secondary Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Absolutely agree. It's a minor hassle to set up, for a great improvement in flexibility. And it especially multiplies when you have multiple powers... my Ice/TA Blaster would love to be able to drop more and more powers out of LOS. Blizzard, Ice Storm, Glue Arrow, OSA, Bonfire... it's like Indirect Fire in Battletech. Now, if I only had the option to reskin attacks as missiles, and I'd totally make a mecha-style missile suit 😁 -
Focused Feedback: Blaster Secondary Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
This is why I honestly am not getting the "I'm quitting my TA character because my SINGLE TARGET Immobilize has had its range reduced". I'm using AoE Slows more than a ST Immob, because there are hardly any situations where I have only one target I care about, and when I do, it's Freeze Ray + Ice Arrow, which means the Immob is irrelevant. Honestly, the only time it matters is if you're trying to keep an AV in place, and there the range isn't very important. -
Make Ice Control Cooler: A Control Powerset Buff
Coyote replied to Blackfeather's topic in Suggestions & Feedback
That makes sense, I think. So if I understand correctly, the power: 1: Sleeps and does damage in an AoE. 2: Also summons non-damaging pets under each target mob that was hit, and these pets have a small-radius Immobilize/Taunt effect, in effect holding the mobs in place and making them spend 1 attack freeing themselves from it. That sounds pretty decent, though be aware that the footpads are likely to get AoE'd all at once and cleared. But that may not be unreasonable to allow... you could give them high AoE defense and poor other defense, but then you run the risk of a mob not being able to free itself if it attacks with an AoE power.- 202 replies
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- ice control
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Make Ice Control Cooler: A Control Powerset Buff
Coyote replied to Blackfeather's topic in Suggestions & Feedback
1: As you say,, Ice Control excels in drawn-out fights. Conversely, it's extremely weak against the alpha strike, which is why I always advocate for taking it with a secondary with a -ToHit debuff to mitigate the alpha. Sucks to be an Ice Control Dominator, I guess... they're left out in the cold. Haha. But to get back to the point, we should ensure that we don't make Ice Control as good as an average Control set against the alpha... while also allowing it to be exceptional in longer fights. Or, this could be balanced by having it be a low- damage set (which it is now, so if we go this way, we need to make sure we don't open up too many options for additiona proc damage). Now, to power changes specifically: Shiver... I like the idea of having it break the Alpha strike. Due to its low recharge, the Hold component also needs to be low in duration. And I don't like the Mag 3 on it... I would prefer how I've seen other powers, with 50% chance for Mag 2, making it mostly an anti-Minion power, but an additional chance for a Mag 1... maybe another 50% chance. This gives it 50% chance against Minions, and 25% against LTs. Otherwise, the concept isn't bad. It could also be run as a Sleep effect, similar in concept to the target freezing in place like Flash Freeze. Either would work, I'd prefer the Hold so it's different from Flash Freeze. Be aware that allowing Hold would give it option for 3-4 damage procs. Maybe this isn't a bad thing, but be aware of it. Ice Slick... agreed on both counts. It has a huge -Slow effect anyway, if it's a power that has a major debuff it usually makes sense to allow it to be enhanced. And while I don't see why Earthquake allows Knockback enhancing, if EQ can slot Knockback sets, it seems quite reasonable to allow Ice Slick to slot them also. Flash Freeze... I'm always wary of adding more proc damage opportunities to powers. Not that I'm against it, I heavily proc out my Controllers... but I like to be careful about it. So, a few things: First, do we want to give Flash Freeze the option for 2 more damage procs? I don't think it's too bad, but we need to consider it. Second, what is this about the Taunt effect? I assume you mean taunting pets, not tauntable, but what's the point and concept? That mobs see these ice formations as especially dangerous and need to destroy them first? I don't buy it, the usual Taunting pets are highly dangerous or appear so (PA, Animate Stone, Gun Drone, the Crab "come close to me" hypnobomb). These don't feel to me like they should be so highly dangerous, mobs would be more likely to leave their area than attack them. I think I would prefer to give these formations a 2x or higher, up to 5x,, Threat Level. Since they're debuffing, they'll pull some aggro, and since they have a high Threat Level, it will be reasonably strong and overcome some debuffs from actual characters... but not hold aggro against high damage, which seems more reasonable to me than a true Taunt. Also, it would remove the option for one of the damage procs, which I like... adding the option for one damage proc feels like enough, to me. Glacier... maybe, for now. I mean, okay, if nothing is going to be revisited about Control Set AoE Holds, then it's a reasonable change. I don't see why not, but I'm not sure I like how the AoE Holds are balanced right now. There are too many times when I feel that they're some of the most skippable powers in a set.- 202 replies
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- ice control
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Focused Feedback: Teleportation Pool Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Lots of powers have their effects conditioned on enemy rank. It seems like it should be safe to apply a Mag 3 Teleport on Minions (and other types of smaller mobs like the remnants of Rubbles and Quartzes), 4 on Lts, 5 on Bosses, and nothing to any other target. That feels like it should have a pretty low chance to create some exploit. -
Focused Feedback: Blaster Secondary Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
I will also be taking and slotting OSA on my Ice/TA Blaster. Alternating OSA+Bonfire and Blizzard on alternate spawns will stack with Ice Storm and Glue Arrow and clear spawns of minions very nicely. Also, for that reason, I'm not in the slightest bit bothered by the range modifier on Entangling Arrow. Could be because Frost Breath is already shorter, could be that I'm already worrying about denying movement for multiple mobs so they can't get out of damage patches, but slotting up Glue Arrow with Dam/Slow and stacking the other powers on top really takes care of mob movement. Sure, they can move around at 10% speed. That's very, very slow... and 60' is easily enough range to Immob a target that's at the movement floor. Well, unless it's a Warwulf or other Slow-resistant mob (but many of those are often resistant to Immobs anyhow, so... still not a big loss there). -
Savage is really good in melee, and works very well with Dark, but.... Earth Assault has a very good argument that it can lay the hammer down (pun intended) in melee better than Savage.
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Focused Feedback: Blaster Secondary Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
I think that the phrase "whilst also" implies that crowd control and lack of incentives to get into melee range are two separate items. The fact that later it is stated that "both of these factors", implying that they are different factors makes it more certain. So... logically, these sets were overtuned in the crowd control department. AND ALSO BUT SEPARATELY didn't have incentives to get into melee range. Tactical Arrow still doesn't, but how is that related to having a 60' range on the Immobilize? Several of the other changes were about melee attacks for the secondaries, but that didn't affect TA. But that's not the same thing as saying that TA's Immobilize had its range shortened in order to incentivize getting into melee range. And it makes no sense, to argue that 60' = melee range. Now, if the Devs would state that Immobilizes had their ranges shortened to 60' in order to encourage the use of 7' melee-range attacks, heh, okay, you'll be right. But otherwise, they look like separate items to me. 1: incentivize melee range with better attacks, and 2: fix their crowd control. -
Focused Feedback: Blaster Secondary Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
I really REALLY just want a 1% Knockdown chance on it. Well, actually, I want about a 33% chance, but I'd settle for 1% so I can put a Force Feedback in there 😁 -
Focused Feedback: Trick Arrow Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Is it? It's still lacking dependable status protection (now you can have it in the fight with EMP Arrow, but that's not up all the time unless you're clearing very slowly), and it's lacking healing or regeneration buffs. Most Tanker sets that are Resist based (or all, I think) have a +Regen or Heal power so that the damage that DOES go through can be healed up. A TA Defender may limit incoming damage nicely, but doesn't regenerate/heal it nearly as well. I like the new values on TA, and it looks pretty strong, but I think it's pretty far away from the damage mitigation of a Resist-based armor set. That's especially true at +3 where the debuffs are down to about 70%, and it's also limited to mobs in the debuff area, which will not always be the case if there are adds, mobs at the edges who back out of the debuff, or ambushes. Considering that it has many more points of failure than, say, a Scrapper's resist-based armor set, forget even a Tank's, I wouldn't worry that it's "too tanky". Edit: and it requires a lot of power activations to get all that tanky-wanky strength. Armors sets are toggle-up and go, with occasional heals. Not regular use of debuff powers to maintain the damage mitigation. I think that it deserves being strong when you can manage to put all of pieces in place, considering all the failure points and the organization of the animation limitation (sorry, couldn't resist :p) -
Ice for AoE damage, which Controllers are usually short on. Or Earth for less AoE damage but an AoE that can slot Force Feedback, which is good for Illusion, and Seismic Smash. For Controllers, I generally consider that their defenses are overly strong, and their offense is overly weak, and therefore try to get damage from the APPs. There are a few exceptions, usually Fire or Plant builds, but generally I want damage from APPs and that means Ice is best, and Earth is quite good.
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Frozen Armor. Defense to S/L is useful, it takes a LotG IO, and it can slot unique IOs from both Defense and Resist sets. You should be using slots in earlier power like CJ, Maneuvers, or Stealth to get the Defense IOs in so they're available earlier, but since you didn't take the Fighting pool, this is your only place to slot the +Resist IOs. 4 slots in it gets you LotG +Recharge, LotG Def/End, and the two +Def Resist IOs.
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Savage leap works best, I think, heavily procc'd out. Procs don't care about Hidden status, so I wouldn't try to AS then Leap... AS should always lead into Hemorrhage since Hemo gets a huge damage bonus when used from Hidden status. Also, Savage Leap does more damage and gets more stacks of Blood, up to 3, if you use it at longer ranges. I would open with that to get 3 stacks, then AS for 2 more stacks, and that sets you with 5 stacks which increases the range of Rending Flurry so you get more AoE. Open like that, follow with Shield Charge (or you could Leap-Charge and then go to AS-Hemo), and it will do a great AoE opener.
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Focused Feedback: Titan Weapons Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Lost me with the arrogance here. Especially when TW was the best single-target set AND the best AoE set AND tops or close to it in damage mitigation AND could slot Force Feedback in 3 AoEs AND has a Parry power. Mmmm, yeah, nothing to see here. Anyone who sees even a little bit of a problem is just wrong, sorry. 🙄 -
Focused Feedback: Blaster Secondary Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Uh, Arctic Air is good, but not stupid strong. AA can have about 65% uptime on even-cons of LT level (50% on higher cons). With a much larger radius and a -Recharge debuff. WoC can have about 75% uptime on even cons but only up to minion level (about 60% on higher cons), with a much smaller radius and no debuff. WoC is a lot weaker than AA. AA is a good power, one of the main defenses of an Ice Controller, but not a great power. And WoC is a lot weaker. Comparing it to what is probably the best single AoE mez in the game... is not warranted. Just because they're both AoE Confuse powers and would both be available at low levels is not enough reason to compare WoC to Seeds of Pwnership. -
All Stalker builds can have enough DPS to take down AVs, but I like Savage Melee for several reasons: 1: It doesn't sacrifice AoE potential to do high single-target damage 2: It does a good amount of damage via DoTs... but while this is annoying against weaker opponents, against AVs it's not a problem 3: Its weakness is a lack of mitigation. It doesn't do much knockdown, no mezzing or defensive debuffing, etc... but AVs are resistant to all that anyhow. So again, against AVs it's not a problem. For defense, especially if going with Savage, you may want to avoid strong offensive sets that may not help much on D like Fire or Bio. Go with a strong defensive set... I like Shield (and it pairs well with Savage's Endurance Reduction), Energy and Electric are also strong choices. Dark Armor and Rad Armor are also strong in non-AV fights due to having AoE life-steal powers. And they can be slotted for damage, so they will help with AoE. Both may not be that strong in an AV fight, though, since by being balanced for use against multiple opponents the heals won't be that strong in a single-target scenario.
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I would say Plant/Storm over Earth/Storm. Earth helps teams more, and is less vulnerable to "OMG, Rularuu eyeballs resist Confuse and hit me like they can't miss!!!" problems. But for soloing most of the game, Plant gets damage earlier, gets more damage, and is pretty safe also. Earth is only safer/better at soloing AVs since Stoney can tank them.
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Focused Feedback: Energy Melee Revamp
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Sounds fair, but only if they're on the same map. Otherwise someone, somewhere, might abuse it somehow. -
Defense is not affected by levels, except that +6 mobs and higher start to get a base +ToHit bonus that cuts into Defense. With the pets at -2 to you, and a +1 from the Alpha, you wouldn't see this if you're at level 50. Maybe if exemplaring. Resistance is not affected by level (I mention this because you mentioned "hardcap", which applies to Resists... Defenses are soft-capped since there is almost always room to increase a Defense value more, thus they're "soft-capped"). So... if you get the softcap or hardcap numbers in a pet, then you don't have to worry about level differences.