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Everything posted by Coyote
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Focused Feedback: Electrical Affinity - Name
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
I like Electroprojection. It sounds like something you'd see in a comic book talking about what a hero or villain can do. -
I think Ice/Electric/Fire. Electric is best as the secondary. That puts you into blapping builds because its strength is melee-range powers. So while both Fire Blast and Ice Blast are excellent primaries, you don't need the higher damage of Fire, but having two Holds from Ice is really helpful. So Ice/Electric as the base. Pyre is one of the better epics, and brings another Hold for the character, allowing you to play a bit like a Dominator, hold everyone immediately and smash them with the fast attacks from Ice and Electric. Also, Bonfire helps Ice Storm and Blizzard do more damage as mobs fall down while trying to run out of their area.
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I just beat Dreck as a +3, and some other AVs, using Lore pets... if he didn't have -Def, with my capped Ranged Defense, I could tank most +3 AVs at range and slowly beat them down. The regeneration from the Tree, Melee Hybrid, and Surge of Power (alternating the last two as much as possible) makes it usable against AVs. Not one of the better soloers, but not actually gimped. Well, granted, much of it is held up by capped ranged defenses... but I was also worried about handling AVs, and it turns out that it can't handle some of the tougher ones (Lanarru spanked me viciously), but easy to moderate AVs aren't that much of an issue. And few are really going to be an issue if you are willing to drop to +1s.
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I think Dark/Savage MIGHT be stronger because of the ability to start with cones and teleport in for Heart of Darkness/Rending Flurry, but... when I made my Plant/Savage, I couldn't stop playing him. I usually level up multiple characters at a time, and that was the only time that I just stuck about 80% of the time on one character to 50. Having to use only one power (Seeds) at the start of the fight and then go in and RIP FACE OFF until the spawn is cleared just turns the character from a Dominator to a mez-oriented Scrapper. Or a mezzing blender 😄
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OMG, Feral Charge, how I 😍 you. And combined with the animation of Vicious Slash, you're not merely teleporting into the enemy's face, you're also RIPPING IT OFF for them. Can you say... Face Off? *chorus of groans* ... I knew you could!.... and there you see, how Savage Melee does AoE damage even in forum posts 😄😝
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To note, I've had no Endurance problems using Agility Alpha, because I use Ageless (as an Illusionist, not that much mezzing is coming at me, and getting powers up faster is more useful than Clarion's mez protection, especially with Rune of Protection in the build). With Ageless, you can do without Cardiac, although I do think that you need one or the other in most Storm builds.
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Focused Feedback: Electrical Affinity - Powers (Build 2)
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Very nice changes. What I like: 1: with a pet to target, it's possible to spam Static builders and get Static up regularly. This fixes one of the previous big problems of the set. 2: with the powers now chaining back to the caster, they're usable when soloing as a Defender. This fixes the other big problem of the set. 3: I'm not yet sure if the balance between Galvanic Sentinel's duration and cast time is good... but I'm not sure it's not, either. I mean, it basically replaces your own cast times SEVERAL TIMES, with a single summons that also allows you to chain. Clearly a net benefit, though it might still feel a bit too busy with just summoning it, chaining powers for +Static, etc, in order to build up some power. Compared to other sets that work simply without needing so much finicky power activations, this is an improvement... but probably could be improved more with a +20 second increase to the base (and therefore max) duration. What I don't like: Endurance Drain as a good effect. It's just not that good unless it's stacked with something to fully drain, at which point it goes from worthless to great. I would really like to see a -3-5% Damage debuff on all of the draining powers so that they do SOMETHING when they fail to completely drain a target. Obviously this debuff will be superfluous when a target is completely drained, but you want to see some effect from draining half of a target's endurance. -
Focused Feedback: Electrical Affinity - Name
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
I like it. Affinity of the character for electrical effects. It works for me semantically, it works regarding fitting it with other set names, it sounds more like a set than a power, and it sounds reasonably nice. 👍 -
Focused Feedback: Dark Melee Update (Build 1)
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
No, that just drains them, seasons them, and "cooks" them in hellfires for 1.5 seconds at 350 thousand degrees. This power actually consumes them. But they taste better when properly prepared, and that's why you go Soul Drain --> Consume Souls 😉 -
Dark: I would skip the AoE Hold, and probably the single-target Immobilize. The others are all pretty good.
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Phantasm gets the bonus, but Tornado and Lightning Storm are untargetable pets that can't be affected by buffs and debuffs. Phantom Army decoys are targetable, but still unaffected by outside buffs and debuffs, so they would be "hit" by Assault, but unaffected by it in the same way that they're unaffected by debuffs and damage. So with just one pet and your personal attacks helped by Assault, I'd drop it, pick up a useful power like Flash, and move the slots from ST to it. But doing that will mean dropping Vengeance, which is a LotG mule, so... there are tradeoffs.
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I saw a fix about the interface regarding Raids, I wasn't sure this was it. It's not a Raid encounter, after all. But maybe it really was only noticed much on Raid encounters because usually you don't have so many sources of damage on AVs when soloing? Anyhow, I hope you're right... I feel dirty for cleaning the floor with Siege just because he caught a bug 🤒
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Focused Feedback: New IO Sets (Build 1)
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Ah, I see.... This all that it does. So the +Recovery AoE effect around the caster is not true AoE effect, but it's created by summoning a pet at the caster's location. Since neither the effect at the user (Self) or at the target (Target) do anything to Endurance or Recovery, the proc has no reason to be called. It's only the summoned "Heat_Loss" entities who actually do the endurance work who might affect themselves with the proc, but that doesn't help the character who is activating the power. -
The unaddressed problem with new Electric powers
Coyote replied to Draeth Darkstar's topic in Suggestions & Feedback
You're right, debuff and buff AoE powers that would seem to act like toggles actually ARE toggles. That's why you never see Sorcerors just standing around with a Hurricane on, they have to toggle it up. Same with Spectral Demons who have a Chill of the Night toggle, Ruin Mages who bring up a defensive bubble, many mobs with Leadership powers, and so on. Generally, if they affect other targets besides the owner of the power (whether as buffs or debuffs), they are likely to run as toggles. They can be shut off by sapping or by Sleep/Stun/Holds. -
Update: After I mentioned this, Nihilii did some testing with a character using only personal attacks and found that the stacks seem to stack and fade at a normal rate. He couldn't get stacking high enough to see a problem, which may be why it hasn't been seen... if the stack limit is per entity, not many characters are using so many entities that it would make a drastically noticeable effect. Well, other than Thugs/Storm or Demons/Storm. Although I wonder if this may be contributing to some of the Pylon times that I've seen for those builds.... I used a Power Analyzer on my fire/rad/psi Sentinel to check this just now. Every attack she has is 1.32s or under, so she's likely close to the highest possible number of stacks you can throw on a petless character. Average -maxHP was -3900 (which fits with expected value against 30677 Pylon HP = ~12.5%). There was ONE spike of -4900 for a moment, but it was gone as soon as it happened.
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Do you mind if I post your results in the bug forum thread? I haven't had time to go testing how the proc builds up without pets, but in any case I couldn't do it better than this since I'd just be trying to survive while using Boxing/Brawl to see how high it can stack.
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The unaddressed problem with new Electric powers
Coyote replied to Draeth Darkstar's topic in Suggestions & Feedback
Well, two things: 1: it is possible to flag debuffs as unresistable. So it could be an unresistable debuff. 2: even AVs don't actually have resistance to -Resist debuffs. That, and -Damage, are the two main debuffs that work upon them at full strength. Oh, and -Special, I think. In fact, I updated my suggestion in the Shock Therapy thread, to change the debuffs to a trifecta of -Special/-Damage/-Resistance, which basically ignores the usual resistance to debuffing except for special situations like some attacks that may be specifically flagged to ignore modifiers. -
Focused Feedback: New IO Sets (Build 1)
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Heat Loss's direct power used by the character is not an End Drain power, it's a Pet Summons power. It summons a pseudo pet at the target mob's location. This pet then throws out AoE -End/+Recovery debuffs and buffs, so it's probably benefitting itself from the proc that you thought would help you 😛 I do wonder, though, because I thought that Heat Loss fired once directly on the target and the caster, which makes it usable at range, and the pet is used just for the "near the target" AoE effects. So I would think that the proc should fire once at 90% chance when Heat Loss is used, though not more than once since the initial cast is treated as a single-target power rather than an AoE. -
Focused Feedback: Shock Therapy (Build 1)
Coyote replied to Jimmy's topic in [Open Beta] Focused Feedback
Players also suffer no effects from End Drain until they reach 0, at which point they suffer some big penalties due to toggle dropping. NPCs generally don't suffer from toggle drops, but perhaps we can simulate that by giving them debuffs when they're drained to 0 (regardless of whether they regain End or not). Something like: 1: -50% Special for 10 seconds 2: -20% Resist (all) for 10 seconds 3: -20% Damage (all) for 10 seconds -
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.