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Everything posted by Coyote
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The unaddressed problem with new Electric powers
Coyote replied to Draeth Darkstar's topic in Suggestions & Feedback
1: To clear up the 1 end point misconception, NPC attacks cost more than 1 Endurance. However, what is happening is that when NPCs regain Endurance, like characters, they don't get it back in 1 EP chunks, but in larger chunks. So their minimum regain chunk is large enough to throw out an attack. 2: We can't really set up NPCs to run toggles instead of base resist values, because it would put too much strain on the engine to calculate toggles for all hostile mobs in the game all the time. Instead, they're auto. Only the few debuffers run toggles. 3: Given this, it may be reasonable to simulate End Drain as detoggling defenses, by giving a "Exhausted" debuff for mobs for 5-10 seconds after being at 0 End, which gives a -20% Resistance to all damage and to Regeneration. This would give an advantage to zeroing out mobs even if you can't keep them there, and would simulate the effects of having to retoggle defensive powers. -
Check out the Bug Forum for a report I put up about Degenerative Interface. There is something buggy with it, and it's likely skewing any Pylon results for characters using it. I haven't had time to test it out with Brawl/Boxing to figure out the exact details, and a Scrapper isn't putting out 14 different sources of damage like my Ill/Storm, so it's not going to be as ridiculous as it is for me, but it's still likely making a big difference.
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Savage does good single-target damage at range, mostly because Call Hawk is so good, and having its strength focused in one power allows you to slot up the single-target Hold for damage and include it in the attack rotation. But it's single-target, and it requires using the Hold as an attack because Savage has just two ranged attacks (plus Feral Charge, which is a ranged Charge but ends up putting you in melee range). However, it has 3 AoE powers, and only one of them (Unkindness, a pretty good cone) is ranged. Feral Charge is a ranged AoE but puts you in melee range, and Rending Flurry is PBAoE. So if you're going for AoE damage out of Savage, you can't really avoid using PBAoE attacks. You can use just Unkindness/Feral Charge, but it does end up putting you in melee range.
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Looks solid in general, though personally I find Ill/Storm to be very slot hungry, so I wouldn't slot up Boxing just for the set bonuses. I'd drop Vengeance for the Spider pet, and put 4 slots of Expedient Reinforcement there to make up for some of the lost Recharge. I don't think there will be a problem keeping PA permanent in a fight due to the regular Force Feedback activations from Tornado and LS... at least, mine is easily perma (though I do use Agility as the Alpha). And then, at that point, I would drop Assault (it doesn't help much since most of the damage is from unbuffable pets and it's taken just to get to Vengeance), and pick up either Flash or Thunderclap instead, and move the Will of the Controller set to it. I don't think that the Fear duration in Spectral Terror needs enhancing, so I usually leave it with either 1 slot of ToHitDebuff, or the Fear damage proc. This would give you another useful power. Doing this doesn't get you what you're asking for, but I don't know if it's possible to go any further down that path without weakening powers just to chase set bonuses. But it does trade unnecessary slotting in Boxing and Spooky and a useless power in Assault for another pet and an AoE control, which I think gives the character more abilities.
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Where to slot the Controller ATO sets in my Grav/FF
Coyote replied to FourSpeed's topic in Controller
1: Singularity is a damage pet. Although it controls, slotting up the controls doesn't seem warranted, so at most it should get an IO or two for control, and the rest for damage. Also, the ATO sets bring a lot of Recharge and that's wasted in Singularity. 2: I put the Energy Orb ATO into Dimension Shift instead (1 slot with the Energy Orb is probably enough, maybe a 2nd for an End Red IO). I like to slot up the single-target Hold for Damage and later Peroxisomes (Dam/Mez), so the only place left for the ATO sets is the AoE Hold. Well, you could put it in Wormhole, but you really want 1 slot of KB to KD in there, so you can't 6-slot it, and it has a nice defense bonus in the 6th slot. -
I'm not sure if /Fire is actually a high-AoE damage set. I think that the high AoE damage sets are: Martial and Earth, but both in PBAoE range only. Thorns. Savage. I'd lean towards Thorns as the highest, but it might be Savage instead. Close call, though. For primary, the best is Plant Control... it does good AoE damage, but more importantly, it doesn't take much time controlling... you throw out Seeds of Confusion and then you're ready to rip, tear, and smash. Note that this means rip, tear, and smash in melee range even if you do start with a cone. Dominator AoE that doesn't include the PBAoE attacks really is just okay.
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We ARE talking about small, medium, or large reds, right? I mean, all other pills get converted to those, don't they 😄
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Well, if it's -100, that would explain why it would be very hard to drain. At -1000, like it had been for a long time, it really should floor the recovery of +3 AVs. But if it's been changed to -100, then you'd need to dedicate a build to it, and at that point you're probably better off going with Drain Psyche... it's easier to get its -500 almost perma than to get -100 to do enough to matter. Edit: it may be worse than -100... the Poison Trap in Traps shows -1000 Regeneration FOR 10 SECONDS. The version in Poison, shows -100 Recover... but with no duration. So it may be bugged to do NO -Recovery since it doesn't specify a duration for the debuff. Ouch.
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Just to note, most of the arguments that you received WERE about the AoE... several of us who said that overall Sentinels were fine, DID agree with your point about their damage being low when looking specifically at single-target DPS. Also, just as a note, I've found that Sentinels do FAR better than Blasters, to chase DPS via damage procs. Their base damage is lower, and several of their attacks have longer durations, and they have higher defenses base, so they can afford to sacrifice more set bonuses in order to go for damage via procs. This makes their builds look different, and if they're built in a "normal" way, their stats are a lot lower than when you build them oriented upon damage procs. For example, I have a Dark Blast build with 2 single target attacks that are over 400 damage each before Incarnates... 450 and 490 or so, with Musculature. Without procs, they're well over 100 points lower for each of them. So, yes, you do have a point about their single-target damage being low. I'm not sure how much this MATTERS when considering whether the AT is weak or strong, or otherwise grading it, but there is definitely a good amount of truth to that point.
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If you want to sap AVs as a Defender, I think you have to use Poison since its version of Poison Gas Trap does huge -Recovery. Pair it with Electric for the actual sapping and you have a chance. I don't think that the Shock set will do enough -Recovery. Alternate options, that are still better than Shock on Defenders: 1: Electric/Psy Dominator. Electric Control saps better than Electric Blast, and Drain Psyche does very good -Recovery. 2: Electric/Shock Controller, again because Electric Control > Electric Blast. However, I think the best bet for effective AV sapping is a Controller, Electric/Poison. Poison's huge -Recovery along with Electric Control seems like the best pairing.
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Focused Feedback: Shock Therapy (Build 1)
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
It may be a reasonable design choice to say that this set can support up to X players, just like Empathy has SOME powers that support an entire team, and OTHER powers (Fortitude and Adrenal Boost) that only support a limited number of targets. If Electric Shock Resonance Therapy or whatever it ends up called instead has ALL of its powers able to support 8-12 targets but not more, that's a reasonable option for a support character. What I would like to check, however, is that usually the target-limited powers are very strong. As they become usable upon more targets, they become weaker or cannot be up all the time. I'm not sure right now that the Electroshock buffs are buffy enough to warrant being too limited in target numbers. Their uptime is good, though, compared to some other ally buffs. -
Focused Feedback: Dark Melee Update (Build 1)
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Ah, I missed that. And I forgot that Lightning Rod doesn't proc damage IOs as a normal power, but as a pet summons... that does change the balance question, then. With LR's damage lower and DC's higher, it seems that DC's damage has been raised to be comparable to LR or maybe higher, depending on how many targets were hit by Soul Drain. -
Focused Feedback: Dark Melee Update (Build 1)
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Not that I actually disagree with the CONCLUSION, but retroactively picking an activation where all IOs fired off is not appropriate math for balancing. Use a 90% cap formula for the damage procs to determine the actual average damage of the power (about 572 damage). The point is still made, as this seems high, but it's based on a more solid foundation. Also, just to put another point of comparison: Lightning Rod, similarly slotted, does about 610 damage, with Knockdown (though it may be slotted for lesser damage in order to put in the Force Feedback proc), and that's without Adrenal or Soul Drain. In a much larger area. I'm ... kind of thinking the new DC is REALLY good, but then I look at a few other long-recharge PBAoE powers (LR, Shield Charge and Burn from the secondaries, Savage Leap), and it seems to be within the ballpark of those powers in damage, but with good utility balanced with a MUCH smaller radius. Edit: to add... Soul Drain was used for DC's numbers. Generally you'd have Build-Up available for LR, and using that, LR goes up to over 800 damage. I'm really starting to be less worried about DC's being overpowered as I look at more comparable builds. It's become an excellent power but we're not ending up with an OP set, I think. Well, unless the argument is that it's OP because it combines what's good AoE damage WITH probably the best defensive abilities for an attack set. -
Earth. Rock Armor with Fade makes it easy to cap Smash/Lethal without having to spend a lot of slots on set bonuses. You're in short range so Fissure's short range doesn't matter. Dark Consumption should be useless to you with Soul Absorption providing +Recharge. The only argument is Soul Drain, but I'd rather get the +Recharge from slotting Force Feedback in Fissure than the damage bonus, given that much of your damage is going to be coming from procs if you want more damage, not from having high-damage powers.
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Dehydrate is awesome, you can put 3 Thunderstrike, 1 Achilles, 1 Theft of Essence, and 1 damage proc in it, and you get to debuff Defense and Resistance, Heal yourself, and regain Endurance. Oh, and do damage. I would skip Hydro Blast, because I use the T1 or T2 more to call in the Tides, and since they both give 1 Tidal Power, I use the faster-animating one. But if you take Hydro Bolt instead, I think it can slot a Force Feedback proc, so that's a fine choice also. Water Jet is fine, don't slot Recharge in it and use the the auto-recharge to fire it more often, and put procs in it. It does good damage with procs. Otherwise it's just average.
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Just shut your armor toggles off already and join us. It's fun.
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I get the impressing that by "offensive aspects" they were including aspects that those powersets have: +Damage, +Recharge, -Resistance, etc. Powers that increase damage dealt, not necessarily powers that directly deal damage. Support CAN mean supporting offensive output, not only supporting defensively. I'd have to take a much closer look at the set once I have time to see the power numbers, to have an opinion. Basically, it looks like it provides +Damage... is this up often enough and at a high enough strength to make a noticeable difference, or is it a minor boost? For now, I have no opinions on how strong it is on either defensive or offensive support.
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This also seems to me like something worth wondering about. I assume that there is some reason why Dark Melee specifically was easier to fix. We did have some dev comments saying that they're aware that Energy Melee needs some fixing, so I don't think it's an issue where they disagree with the existence of the problem. Maybe putting a fix in for it like Energy Assault received might have been more complicated, and they put out what was easier to finish?
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Right. I think we've reached where I thought we were 😂 The AT is fine, but it's not top-tuned for specific purposes. But it's fine for general-purpose builds. If you're looking for an AT that is tuneable for top-level tanking, or debuffing, or control, or (most relevantly) damage, it will not match up to other ATs that are better tuned for those purposes. If instead you're fine with a generalist build that checks all the boxes (except melee attacks), it's solid.
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Actually, it does. A powerful AoE damage set kills everything dead too fast to bother throwing AoE controls, AoE debuffs, etc. Basically, anything other than more AoE damage to finish off the few who survived the alpha strikes of the high-AoE-damage sets. Let's extend it to a silly level: If you have an AoE insta-kill button for the entire spawn, that kind of does diminish the role of anyone else on the team. Does that sound like a silly argument? Maybe, but there are builds who have every-spawn AoE openings of 900 damage pretty fast, and 1100+ with weaker follow-up AoEs. What is the point of an AoE Hold when in 5 seconds we're down to Bosses? There are already lots of builds whose presence on a team makes AoE controls and debuffs irrelevant due to their high AoE damage. So, yes, SOME powerful sets DO diminish the roles of other people on the team. And it's literally impossible to fix this by buffing, because... you buff my Fearsome Stare to be -100% ToHit, and I still wouldn't bother activating it in many fights, because it's still literally useless to debuff enemies into doing nothing when they're going to be dead a second after my animation ends. I'm not against buffing, but sometimes it's just not possible to solve balance issues through buffing. Nerfing is absolutely necessary at times, painful as it may be.
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I wouldn't slot that set into Roots... Roots is more of a damage power, so it should be slotted for damage. The set's bonuses aren't good enough, IMO, to slot it up for Immob. I wouldn't slot up Combat Jumping for Defense, its base D is too low. I put in the uniques in there... the resist IOs and Kismet. Especially for Plant, AoE attacks from the secondary are major, so I would 6-slot Fling Thorns. The 6th slot bonus from the Purple sets is usually not that good, I like to 5-slot them and then put in a useful proc IO. For example, in Thorn Barrage, the Force Feedback proc would be a great choice. My personal choice for pet powers on a Dominator is 6-slot Expedient Reinforcement. While you lose some desired Acc/Dam enhancing, the set bonuses are great. Unless I missed it, you have only one of the 3% defense IOs... put the other one in Tough. Put the Gaussian proc in Build Up rather than a ToHit Buff. 90% chance for an additional huge boost to damage is better than the ToHit increase (if you're having problems hitting, put the Kismet in Combat Jumping instead, and try to 4-slot Weave for the Accuracy bonus from Luck of the Gambler... those bonuses will give you a little better than 15% to hit chance improvement all the time, and that's actually a lot more than the enhancing will boost Build Up.
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Like the others, I would agree that Elec/Kin is a good set but not one for soloing. Kinetics is a damage multiplier, but that means that you want to have attacks with more damage so that you get a greater effect out of multiplying it. I would suggest: Fire, for the highest base damages for a Controller (Fire/Kin is a known power build) Plant, for high personal damage, plus extra damage from Carrion Creepers that can be buffed with FS (though timing is an issue) Dark, for decent damage plus buffable extra pets (Haunts)
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And to go back to my point about debuffing and controlling, the Sentinel T9s don't lose debuffing or control effects compared to Blaster T9s, despite recharging a lot faster. So while they put out comparable DPS (less up front, but in a more convenient damage vs recharge package), they also put out a lot more debuffing. You can actually plan a character around starting a fight with an AoE mez or Blackstar's -35% ToHit Debuff. I mean, Defenders open fights with -25% from Fearsome Stare (ENHANCED!!!), while a Dark Blast Sentinel gets a 35% (unenhanced) from its T9. Granted, they can't perma it, but when you're opening with about 500 damage on top of -35% to hit, that's better than Fearsome Stare + Darkest Night (because while the debuffing isn't as much, dead mobs are very strongly debuffed)... and Dark Miasma is one of the stronger defensive debuff sets.
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New powerset suggestion: Poop Flinging? Poop Blast? Poop Assault?