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Zepp

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Everything posted by Zepp

  1. 5 Bombardment 2-slot + 2 Superior Blaster's Wrath 3-slot = +45% range = 87 range. Add Artillery & Positron Range boosts and you have solid distance on your AoE damage attacks.
  2. Just thought I'd throw this here. I'm playing an Ill/SS troller and for my 1st tray I have my attacks/summons and I used some keybinds to make things run more smoothly... Blind (no bind) Spectral Wounds (no bind) Phantasm ( /bind 3 PowExecLocation Self Phantasm ) Summon Coralax ( /bind 4 PowExecLocation Self Summon Coralax ) Spectral Terror ( /bind 5 PowExecLocation Target Spectral Terror ) Freezing Rain ( /bind 6 PowExecLocation Target Freezing Rain ) Lightning Storm (no bind) Water Spout ( /bind 8 PowExecLocation Target Water Spout ) Tornado ( /bind 9 PowExecLocation Target Tornado ) Phantom Army ( /bind 0 PowExecLocation Self Phantom Army ) This make the combo of Illusion and Storm Summoning feel a lot less clunky (especially with Leviathan Master, which is a glorious trifecta). Even if you only have to bind Phantasm and Phantom Army, this makes things a lot smoother (and if I want to target something I can just click on it manually).
  3. I did not know about that. I will take a look. To unlock Hero Slayer Redside - Who Will Die 4 To unlock Villain Disruptor Blueside - A New War [first two missions twice to thrice]
  4. There are some costume options that may be problematic for this change, but I would suggest opening the full 000000 to ffffff palette, but locking colors within 10% of the skin color on those types of chest and leg costumes.
  5. The toon I am badging leveled up mainly by going through Ouro content. Unfortunately, I forgot that you have to do newspaper/radio missions at specific levels to get badges associated with those levels of Mayhem / Safeguard mission. Because there are few people actually forming PuGs for these missions, would it be possible to have some iteration of these in Ouro (even requiring three newspaper / radio -type missions before entering would be preferable to the current lockout.
  6. I tested the methodology with a known range attack (Dragon's Tail) and found that it hit the appropriate mark of being in range when tested at 8, but being out of range when tested at 9. Lightning Rod and Shield Charge are alpha strikes. Having them on 90s timers (while longer than they ought to be) is closer to reasonable. Burst of Speed is designed to be more of an attack-chain type attack. And it works that way until you hit that cooldown. There is also the reality that, in practice, BoS is not always used as an attack. It is often used to get in place for Dragon's Tail + Nuke before PowExecLocation back:80 Burst of Speed -ing out of the fray. At least that is how I've seen it used by a couple of players. With Combat Teleport as an option, that may change that math, but the timer is a problem. Also, according to the standard formula, the current damage (if you count all three attacks cumulatively) is much closer to a 60s recharge power than a 90s recharge power. Furthermore, because of the distribution of attacks over time, the actual recharge from the first attack to the end of the recharge cycle is up to 270s. Breaking it from three jumps then recharge to recharge after each attack would make the jump-in/jump-out mechanic less functional (especially at pre-IO levels) but would allow the power to work on a 20s timer without breaking the standard damage formula. That would mean that you could use it as part of an extended attack chain without worrying about the random 30+s timer (in a high recharge build) breaking your flow.
  7. My testing method was to go adjacent to a mob [ /bind ; PowExecLocation target Combat Teleport ] then use a bind to combat TP a defined distance from the mob [ /bind k PowExecLocation back:## Combat Teleport ] and then I used a bind to Burst of Speed to target my current position [ /bind j powexeclocation self Burst of Speed ] and that is how I found the range to be 14. When I tried 15 I did not hit. (with Dragon's Tail it did hit at 8). 60s would still be a 20s cooldown (in a high-recharge build) after the third jump. It would be better, but that is still a pretty significant cooldown that is easy to lose track of. I don't know if its possible, but I would like to propose the reduction to 60s (which is still really long for this power), but that the power have three cooldowns. So, you can use it three times in succession, but each of those hops has a separate timer before the next hop. So, if you do two hops, wait a minute, and go for the third hop, your first timer is done so you can hop again. Not like it is now where you can hop twice, wait a minute or so, and then be hit by the full timer after the third hop. On paper you are maintaining the unwieldy and excessive cooldown timer at nigh the original absurd level, in practice you are seeing a huge reduction in the timer, while still allowing versatility. (If you got your timer down to 30s, you would be able to jump, on average, once every 10s -- with the current formula, jump, 10s, jump, 10s, jump cd30s; with the hidden cooldowns, jump 10s, jump 10s, jump cd10s) The Cooldowns would be hidden and you would only see a cooldown if you hit the third hop before the first hop's cooldown was up. [it appears that what actually happens is there is a hidden timer, but it restarts after every jump and if you have two logged jumps and hit the power it will trigger the actual timer (hop, hop, 90s, hop = no cooldown; hop, 45s, hop, 45s, hop = cooldown)] So, the hidden timer mechanism exists, the question is whether it can be made to work in the manner I am proposing. Would that suit your adherence to the flawed standard damage formula (which doesn't consider DpA) while making the power functional?
  8. Looking at DPA at level 50, according to in-game numbers, are ~53 compared to ~43. Damage-wise that is ~65 per cast for Dragon's Tail and ~159 before the timer starts on Burst of Speed. [hard to actually test because BoS damage is not listed in the combat logs] Dragon's Tail has a Radius of 8, Burst of Speed has a Radius of 14. (getting those numbers through testing [not in the power's description] were a pain because of that absurdly long cooldown). Dragon's Tail has Knockdown (mitigation), Burst of Speed has Teleportation (utility). I could see some adjustments to bring the two towards the middle (increase Dragon Tail's Radius to 14, Decrease BoS DpA to 41) but 2.5x damage in twice the animation time without the mitigation of KD is not far-fetched to begin with. If you were to remove the 3 before cooldown, you'd likely have to reduce the cooldown to 4-6s to make it useful.
  9. The same is true for Combat Teleport as well. The fact is the cooldown for Burst of Speed is insanely long when it hits. Reducing the cooldown would be reasonable and make Burst of Speed to Melee, Combat Teleport to Ranged a much more dynamic playstyle.
  10. Martial Combat: Burst of Speed, this power could use a huge reduction in Recharge [should be around 12-15s] (make it pair better with Combat TP). The current level of damage does not seem to be too high for this low recharge.
  11. Martial Combat, Burst of Speed could use a Recharge reduction.
  12. This can be said of nearly every control and support set.
  13. A couple come to mind (with suggestions for fixes). Assault Rifle - Damage is basically in line with other sets, but this set has no Aim. (Replace Beanbag (an unpopular, rarely chosen power) with Cryo-shot (Same as Beanbag except with additional effects [Cryo-shot cools down your rifle increasing your firing rate and damage for subsequent attacks (+Rech +Dam)])). Force Field - Is all about KB/KD & Defense, but other sets do both better. (Convert +Def Ally powers to either TAoE or PBAoE powers, increase damage of Repulsion Bomb). Mind Control - few attacks trigger containment and perceptions of lost XP make confuse less powerful than it ought to be. (adding confuse & fear to containment and making a minor tweak to decrease the effect of confuse on player XP would fix this). Ninjas - They keep dying. (Increase pet defense & DDR). Regeneration - Is the third best +regen set and lacks the layered defenses of the other two. (Either reduce Recharge on Instant Healing or convert it to a toggle, change Moment of Glory to 180 Recharge 30s duration [make all other Armor T9 "godmode" powers 360/60] as it is currently the worst "godmode" T9 in terms of Recharge:Duration ratio, add a +Absorb element to Dull Pain). Sonic Attack - (especially for Blaster & Corruptor) has lower damage than other sets and secondary effect under-performs in practice. (Increase damage scaling and replace Amplify with Resonance (a Reach for the Limit clone) would help with consistency and performance). Sonic Resonance - Is all about Resistance and a little -Res, bot doesn't stand out. (Convert +Res Ally powers to either TAoE or PBAoE powers, convert Sonic Cage to a ST hold with damage, increase damage of Liquefy). Stone Armor - The -Recharge on self is brutal, add in -mvmnt and you are a sitting duck. (Remove -Rech & -Run, tone down -Jump, give players a reason to take any armor in the set other than just Granite, give alternate/minimal effects choices). Trick Arrow - Currently in Beta.
  14. Alternatively, you could go Dual Pistols/Martial Combat Blaster (Burst of Speed + Combat Teleport (when i27 goes live) will be insane). Just thinking outside the box.
  15. Group invisibility also stacks (which is important for an added little defense boost), but yah, it does have some more traditional skills. The reason that many don't care for Flash is because it is one of the three outliers in AoE Hold cast duration (Shadow Field [2.904], Flash [3.168], Vines [3.3]) and the other two are patches, making them more effective. As such, it is probably the worst AoE Hold in any control set. That being said, it is accessible from an early level which means that, if you team, it can be an exceptionally powerful early tool. Add Choking Cloud with Lockdown procs in both and you easily have solid AoE Lockdown at least once a minute (in a build that can reach 250+ global recharge without FFB procs). Flash, however, is a pre-emptive measure whereas AoE Holds are more often used as OS buttons. That being said, can we get that animation time chopped?
  16. A lot of people do not like Illusion because they see it as not a control set. The reality is that if you are good at managing aggro via your pets and positioning, you can control the battlefield better than most control primaries. A lot of players opt to play it as more of a damage set, but if you choose to learn how to use it as a control set it is really good.
  17. I think you are thinking about Support T1 immobilizes. Other than Illusion (pure damage) and Mind (sleep) all control sets have a T1 immobilize. These can all be skipped, because no AT has Control as a secondary (although most manipulation sets have a T1 immobilize that many feel is a wasted pick).
  18. I was looking at Bio, and you can hit the flight speed cap (sans Afterburner) with Hover.
  19. Solar Flare is acting as a mule in this build. It is outside the attack chain and I can't get the recharge low enough to where it is attractive. Although I have been looking at different slottings, considering a possible move to alternating between Gleaming Blast and Solar Flare as the third power in the attack chain, but I haven't found a convincing build for that yet. As far as Combat flight, the 9% movement buff and set overall provide a 25% increase in mobility which increases my clear rate by decreasing time between spawns and increasing survivability when needed. As far as Dawn Strike goes, after Photon Seekers+Dawn Strike, if they survived and were KBed, some space allows me the time to make a good call on choosing my clear path. I find the KB actually improves my clear speed, but having the mobility of a well-slotted Combat Flight makes KB less of an issue for me. This is probably not my final build, but I think it is in a good place. The RS->GBl->SF->RS->GBl->GE Attack Chain version I was working on (ended up dropping CP) looks like this: 02 Vantablaq 16.mxd Throwing in CrossPunch would mean more sacrifice: 02 Vantablaq 17.mxd
  20. I used to use Hasten in every build on Live, but I was putting this build together so that I could have LF on auto, and so that I could see if it was possible. I ended up liking the feel of the build without Hasten, and am not sure I want to go back to a Hasten build/ Interesting idea about Cross Punch. I was looking at in-game numbers, and I am not getting as much from QA as I should be (according to Mids) so I am thinking to find a slot for that. I put together four builds. I don't see the need for Hasten in these builds. Switching to Musculature would only yield a 9% increase in DpA while reducing my Combat Flight speed and reducing stealth (I would have to drop Super Speed to drop the stealth proc in Sprint). In addition, it would reduce my defense. Basically, these builds only use five attacks (RS->CP->GBl) as my attack chain and DS/PS as my alphas. I'll probably stick to Build 11, tested it on Test and the attack chain has no gaps and Light form is perma. I'm going to try it against some -Rech enemies to see how it holds up, but I think the Superior Avalanche and Winter's Gift procs may be sufficient. For builds 11, 13, & 15 I split Essence Transfer into two sets and have one as a Superior version. This gives me a 3-slot 6.25% recharge. My newest build (15) has 65% Res for Recharge Reduction. 02 Vantablaq 11.mxd02 Vantablaq 15.mxd02 Vantablaq 14.mxd02 Vantablaq 13.mxd If you're wondering, Build 12 was an attempt to go without LF, I wasn't happy with it, so it went straight to the Sandbox.
  21. This is the first poll that I have voted in. I am not very active on Discord, but it is the home base for the Homecoming community. I think that they have done a decent job of including the forum community with the Discord community and have kept an open ear to both.
  22. Thanks to all the GMs, your work is appreciated. I was just asking the question as a point of clarification. I think, if possible, people should vote on discord as that has been the site of these polls historically. I was suggesting a possibke workaround for those frozen out of discord for whatever reason. I also thought having the possible topics here would be nice if anyone wanted to chitchat about them.
  23. Just to clarify... we should only vote in one of the two polls?
  24. What do you guys want to talk about in our next weekly discussions? Pick more than 1!! A) Noticeably underpowered sets; and what needs an emergency buff? B) T1 Immobilizes in control sets C) The Auction House - how to make it better for both new users and experienced ones D) Mercenaries - Discuss! E) Design an epic archetype for Praetorian Earth F) Don't you just hate it when / love it when (with a focus on in game events not powers etc) G) The pros/cons of making more hard-mode options for existing content vs new zones/missions H) Incarnate powers, a discussion of ultimate power! (with possible follow-ups to go more specific) I) Top Powerset Lucky Dip! I'll choose one of the top powersets you previously identified that haven't been covered yet (Darkness Manipulation, Force Field, Assault Rifle, Dark Miasma, Dark Melee, Devices) J) T9 Lucky Dip! I'll choose one of the remaining T9 areas for discussion: Blaster/Defender/Sentinel/Corruptor Ranged Damage OR Brute/Stalker/Scrapper/Tank Melee Damage OR Dominator Assault & Mastermind Feel free to send GM ColdSpark direct messages with more suggestions to put into the mix for future polls - anyone whose suggestion is subsequently voted in for a weekly discussion will get a gold title for a character of their choosing in game as a thank you! This is the list, if there are any that peak your interest, I think if you PM @GM ColdSpark they may be able to add them to the number counts.
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