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Zepp

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Everything posted by Zepp

  1. I love this set idea. There do seem to be a lot of patch powers. Not necessarily a bad thing, just thinking about a bug / storm troller on lower end graphics cards...
  2. T2: Tactical Teleport: Short range 30' Teleport with a 30s unstackable defense buff (similar level to combat jumping) and Teleport resistance. T3: Teleport: 3-5 endurance per TP, 6s hover after TP cancelled by movement. T4: Long-Range Teleport: Expand the number of choices to include most zones and current mission. T5: Teleport Assault: Chain attack. I think this sounds reasonable, and it allows people to continue to have access to all current powers with the same current requirements. It also addresses both the need for a defensive and more clearly offensive power. It is not overpowered, but each power could be reasonably desirable. As always, I'm open for discussion about these ideas, but I would definitely be happy if something like this was the end result of the rework. Based on an idea in another thread I thought I'd update the outline for a TP rework to include modifications to LRT.
  3. Changing it to an inherent auto-power would likely result in a significant reduction to the Recharge available from Hasten (probably from 70 to 20), which would be a boon for DPS builds but would be extremely harsh to a number of Troller, Fender, and Dom builds that would no longer have access to the ability to perm keystone powers.
  4. I'll find the old thread about this in a sec. Just tried Jaunt, and it is amazingly fun. I think the three pops then 10s recharge is a good workaround for making it fun but not OP. I think it would work well for a Tactical TP. From the other TP thread: T2: Tactical Teleport: Short range 30' Teleport with a 30s unstackable defense buff (similar level to combat jumping) and Teleport resistance. T3: Teleport: 3-5 endurance per TP, 6s hover after TP cancelled by movement. T4: Long-Range Teleport: Basically no change. T5: Teleport Assault: Chain attack. I think this sounds reasonable, and it allows people to continue to have access to all current powers with the same current requirements. It also addresses both the need for a defensive and more clearly offensive power. It is not overpowered, but each power could be reasonably desirable. As always, I'm open for discussion about these ideas, but I would definitely be happy if something like this was the end result of the rework.
  5. It is not "complaining" rather than making transparent the cost of such a nerf that has been called for on multiple threads. There are, at a minimum, several dozen keystone powers that are beyond the reach of non-hasten builds. This means they are powers that define sets that ought to be perma-able, but just are not without hasten. As I have stated, and part of the point of this thread, nerfing Hasten is a bad idea. I don't see the need for making it inherent as most builds are better without it. My position is Hasten should not be changed. If Hasten were to be changed, the several dozen keystone powers, at a minimum, would need to be altered.
  6. It would depend on implementation as to whether it was considered the same as LotG (although most in this thread agree that it should be considered the same as LotG). Just a note, Universal travel does not slot into prestige sprints, so my proposed route (Uni. Travel & Uni. Damage) would allow for a broad variety of builds. The other path (Res & Heal) is also a good idea, but it still favors melee toons & Sentinels, who tend to need recharge less than Fenders, Trollers, & Doms.
  7. I would argue there are soft mules and hard mules. A soft mule is a power you get for the IO slot, but then use - if you would not have picked up the power if it weren't for the IO. A hard mule is a power you get for the IO slot and never use. Furthermore, just because you use it, doesn't mean other players do. I have picked up Vengeance for the LotG mule in the past on a toon that only solos. Definitely never going to use that power, but I needed an extra LotG.
  8. Looks like you are getting closer. Group Invisibility would put you over the top for softcap. Just a thought, but if you dump Karma from Weave, move the slot over to Steamy mist and pick up the Steadfast Protection -KB you get the same effect and a little bit of recovery on top...
  9. The discussion here has been quite clear, this thread is about having other options for the LotG buff, not expanding it beyond 5. Also, nerfing set bonus recharge buffs is in line with the expanded discussion of how terrible an idea nerfing hasten is. No nerfs, just expanding options.
  10. Sometimes people mule powers (especially in the concealment pool). These are not necessarily pure mules, but mules in the regards that the primary reason for taking the power is to slot LotG. Just because you use a power doesn't make it a mule. Just because you don't use the power as a mule, doesn't mean that other people don't.
  11. Actually, they can not. Otherwise people would be slotting -KB procs in there, and they aren't.
  12. It is not power creep, it is just increasing the variety of mules (basically). You would still only be able to slot 5 of them.
  13. You run into the same issue that this thread is pointing out. Trollers and Fenders would be hit hard by changes to Hasten, Doms would be hit significantly as well. Meanwhile, the DpS and tank classes would not noticeably change, although some people might just take Hasten out of their build when they realize they don't need it.
  14. If this were to be implemented you would want it to be as universally available as possible. My two ideas are to put the LotG proc (to prevent stacking beyond 5) into: --- Universal Travel - Sacrifice the common KB or Slow protections in favor of recharge. Speed of Thought Run Speed/Jump/Flight Speed/Range Run Speed/Jump/Flight Speed/Range/Endurance 7.5% Global Recharge Set Bonuses (2) 2.5% Endurance Discount (3) 5% Range --- Universal Damage - A non-unique UD set with a Damage/LotG proc in the sixth slot. Radical Initiative Accuracy/Damage Endurance/Recharge Accuracy/Damage/Endurance Damage/Endurance/Recharge Accuracy/Damage/Endurance/Recharge Damage/7.5% Global Recharge Set Bonuses (2) 10% Resist (-Spd, -Rech) (3) 2.5% Defense (Melee), 1.25% Defense (Smashing/Lethal) (4) 2.5% Defense (Ranged), 1.25% Defense (Energy/Negative) (5) 2.5% Defense (AoE), 1.25% Defense (Fire/Cold) (6) 4% Damage Or both. Just some thoughts...
  15. Ageless Core Epiphany is throwing off your recharge numbers. It is adjusting as if it is a 70% buff, when in actuality it averages out to a 20.833% bonus. You will not hit perma-Hasten with this build unless you are in combat. A couple ideas Putting Reactive Defenses: Scaling Resist into Weave (or another defensive power) will give you 3% base resistance +1% for every 10% missing health. That means you can get up to 12% resistance across the board for one slot, exactly when you need it most. Taking one slot from each of your resistance powers will only cost you around 3% resistance and free up three slots. Taking the movement slot out of Super Jump will barely move the bar in jump speed. For Aid Self, six-slotting with Preventive Medicine will give better set bonuses (the proc is not dependent on clicking), including an end discount and recharge. Alternatively, you could move it to three or four slots and get basically the same amount of healing. If you don't do that, you can slip Preventative Medicine into your Aid Other power. Unless they changed it, it will check for proc every 5s or when you take damage, proc chance is 10%, below 30% health it has a 100% chance of triggering (but has a 90s lockout once it triggers). That should free up some slots for you to play with, it can also give you a little more resilience. If you want to improve lower-level performance, however, I would definitely move Group Invisibility lower. It will not only increase your defense and stealth, but provide -100% threat level. This stacks with SI (which is better for soloing because of the -100% threat level that stacks with GI). Illusion Control uses aggro management as its core control mechanic. Keeping your Phantasm out helps you maintain that. I generally unsummon Phanty between spawns so I can stealth.
  16. Thanks! I think anything above 300 that is a keystone power would need major consideration.
  17. To Clarify, containment currently applies to Hold, Immobilize, Stun, & Sleep. Stun is the outlier because it still allows enemies to move. Adding containment to Confuse would be OP, but not having it for Fear is absurd. I believe this was brought up in one of the threads about Mind Control recently.
  18. Freezing Rain: Where did you get the information on the low Rain proc rate? I always saw patches and toggles as having a proc chance every 10s. Lightning Storm: I've had issues with Lightning Storm in the past when fighting on non-level terrain, it was a minor point, take it or leave it. PsiNado: Sorry, I read the description not the effects tab. Blind: Decimation's proc rate results in approximately a 5.5% across the board (if you use Blind every time it's up) increase as opposed to a 30% increase (that is usually far less as it is the most resisted damage type). It depends on playstyle as to which will actually lead to more damage. I have Energy Font in there myself. Freezing Rain: The Ragnarok proc is the only proc I've actually ever used in here, and it increases the KD rate enough to make it noticeable. As I stated, many people have suggested in other threads to go for procs, I generally go for Undermined Defenses or use it as a +10% Recharge Mule. Nado: I was not aware. Damn, that is fucked up. I use 4 Expedient Reinforcement there, alternatively, one could go for Overwhelming Force and Soulbound sans proc. Lightning Storm: Again, I've had issues with enemies going flying far enough to break up the group, which would piss off some blasters and may get you booted. Better safe than sorry. Psi-Nado: As stated before, I made a mistake. I read the description rather than the effects. Health: Panacea proc is already in Aid Self. If you were suggesting moving the proc to Health and adding H/R to Aid Self, then I think I could go with that.
  19. Let's start off: Blind: Gladiator's Net proc is insanely expensive, and not that great. Decimation would help you more. Spectral Wounds: don't really need that slot there, but you could throw in Gladiator's Javelin or Devastation proc. Steamy Mist: You need to balance Defense and Resistance here. Also, go with LotG rather than Shield Wall to grab the bonus. Aid Self: You could go without the interrupt reduction here. Freezing Rain: This could use some love. Definitely need some recharge. The Achilles proc will end up giving a 10% reduction for 35s/minute. Going proc-wild with this power is popular, Ragnarok chance for Knockdown increases the number of knockdowns per minute and can be really funny. Phantom Army: I'd recommend Soulbound Allegiance D/R and D/A/R here to build your recharge up. Tough: Probably better to switch to Unbreakable Guard for the Endurance discount. Phantasm: You may want to slip a KB2KD in there and possibly a Sovereign Right to double the Resistance. Either that or Call to Arms for the Defense. Tornado: This is a good place for the Soulbound proc. However, probably drop the Call to Arms and replace both that and the Recharge with Overwhelming Force (A/D/E/R, D/E/R) to pick up some bonus global damage. Lightning Storm: You may want to find a way to slip a KB2KD in there. Indomitable Will: Probably go with LotGs in here. Mind over Body: Again, Unbreakable Guard R/E. R would give you an Endurance discount, and you may also want to think about Aegis' Status Resistance. Psionic Tornado: Again, you may want to think about KB2KD to make it more group friendly in the current meta. Group Invisibility: This power stacks with Steamy Mist and gives -Aggro, so I would move it to lvl 12, move Super Jump to lvl 8 and move SI to lvl 49. That would give it more utility. Health: Could use a Numina Health in here. Stamina: Could use a Performance Shifter Endurance Mod here. Just some thoughts.
  20. @Hjarki Taking your suggestions in mind, I updated my build a tad. I dropped Hurricane (great power, but only in a very limited range of circumstances), and refocused my slots so I could let my pets do more of the work. I also slipped a KB-KD into Phantasm because it'll be more team friendly in this era of anti-KBism. Unfortunately I will still need Hasten for perma-PA despite the newly slotted FFs... Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Gypsy Night: Level 50 Magic Controller Primary Power Set: Illusion Control Secondary Power Set: Storm Summoning Power Pool: Flight Power Pool: Teleportation Power Pool: Leaping Power Pool: Speed Ancillary Pool: Leviathan Mastery Hero Profile: Level 1: Blind -- BslGaz-Slow%(A), BslGaz-Acc/EndRdx/Rchg/Hold(3), BslGaz-EndRdx/Rchg/Hold(3), BslGaz-Rchg/Hold(5), SprOvrPrs-Rchg/Energy Font(5) Level 1: Gale -- Ann-ResDeb%(A) Level 2: Spectral Wounds -- Apc-Dam%(A), Apc-Dmg/EndRdx(7), Apc-Acc/Rchg(9), Apc-Acc/Dmg/Rchg(9), Apc-Dmg/Rchg(11) Level 4: Deceive -- CrcPrs-Conf%(A), CrcPrs-Conf/EndRdx(11), CrcPrs-Acc/Rchg(13), CrcPrs-Acc/Conf/Rchg(13), CrcPrs-Conf/Rchg(15), CrcPrs-Conf(15) Level 6: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(7), ShlWal-ResDam/Re TP(17), Rct-ResDam%(19), BlsoftheZ-Travel/EndRdx(23), BlsoftheZ-Travel(46) Level 8: Superior Invisibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(17) Level 10: Teleport -- Jnt-EndRdx/Rng(A) Level 12: Group Invisibility -- LucoftheG-Def/Rchg+(A) Level 14: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19), GldArm-3defTpProc(25), StdPrt-ResDam/Def+(45) Level 16: Freezing Rain -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(21), Rgn-Acc/Rchg(21), Rgn-Acc/Dmg/Rchg(23), Rgn-Dmg/Rchg(46) Level 18: Phantom Army -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg/Rchg(25), ExpRnf-Acc/Rchg(34), ExpRnf-Acc/Dmg(34), SlbAll-Acc/Dmg/Rchg(36), SlbAll-Dmg/Rchg(36) Level 20: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(33) Level 22: Teleport Foe -- Jnt-EndRdx/Rng(A) Level 24: Long Range Teleport -- RechRdx-I(A) Level 26: Spectral Terror -- SprWiloft-Rchg/Dmg%(A), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(27), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(27), SprWiloft-EndRdx/Rchg(29), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(34), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(37) Level 28: Recall Friend -- WntGif-ResSlow(A) Level 30: Flash -- BslGaz-Slow%(A), BslGaz-Acc/EndRdx/Rchg/Hold(31), BslGaz-EndRdx/Rchg/Hold(31), BslGaz-Rchg/Hold(31) Level 32: Phantasm -- ExpRnf-+Res(Pets)(A), ExpRnf-EndRdx/Dmg/Rchg(33), ExpRnf-Acc/Dmg/Rchg(36), ExpRnf-Acc/Rchg(37), SuddAcc--KB/+KD(37) Level 35: Tornado -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg/Rchg(40), ExpRnf-Acc/Rchg(42), ExpRnf-Dmg/EndRdx(42), OvrFrc-Dam/KB(43), FrcFdb-Rechg%(43) Level 38: Lightning Storm -- Dcm-Build%(A), Dvs-Hold%(39), Dvs-Acc/Dmg/EndRdx/Rchg(39), Dvs-Acc/Dmg/Rchg(39), SuddAcc--KB/+KD(40), FrcFdb-Rechg%(40) Level 41: Water Spout -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(42), PstBls-Dmg/Rng(43), PstBls-Dmg/Rchg(45), PstBls-Acc/Dmg(46), FrcFdb-Rechg%(48) Level 44: Shark Skin -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(45) Level 47: Thunder Clap -- AbsAmz-ToHitDeb%(A), AbsAmz-EndRdx/Stun(48), AbsAmz-Acc/Rchg(48), AbsAmz-Acc/Stun/Rchg(50), AbsAmz-Stun/Rchg(50) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 1: Brawl -- PndSlg-Stun%(A) Level 1: Containment Level 1: Prestige Power Dash -- HO:Micro(A) Level 1: Prestige Power Slide -- HO:Micro(A) Level 1: Prestige Power Quick -- HO:Micro(A) Level 1: Prestige Power Rush -- HO:Micro(A) Level 1: Prestige Power Surge -- HO:Micro(A) Level 1: Sprint -- HO:Micro(A) Level 2: Rest -- IntRdx-I(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(33) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(29) Level 50: Cognitive Radial Flawless Interface Level 50: Storm Elemental Radial Superior Ally Level 50: Support Radial Embodiment Level 50: Intuition Radial Paragon Level 50: Rebirth Radial Epiphany Level 50: Ion Core Final Judgement ------------
  21. Sorry about FF, I remember getting really excited about it, then finding out that it only procced on summon, and wasn't worth it. But that was before PpM, and I hadn't redone the math. That is pretty good. That being said, in Tornado it will still be around 20% global recharge, and your global damage will be about 5.5% global damage, and you'll only restore 0.25 mana/sec. Those are good procs, just don't over-estimate them.
  22. Also, you may want to look into how procs work on pseudopets. The Decimation Build Up, Force Feedback +Recharge, & Performance Shifter +End procs will help you on cast, but once the pseudopets are out they will not help you. I believe FF would roughly equivalent to a LotG +Recharge, give or take.
  23. OCD, and they are the best choice for those slots...
  24. I've been planning on putting together a compilation thread for Proposals. (Too busy right atm because the Rona has moved all the courses I teach online and I only have a week to rewrite and solve tech issues with putting brick & mortar classes into a binary format). I plan on doing that in May, so basically I'd move / reformat my proposal compilations with a title page/menu followed by several posts wherein I compile AT, Assault, Melee, Ranged, Pet, Support, Manipulation, Armor, Control, & Pool proposals. I would need to do it at a time when I could reserve 10 pages without an interrupting post though. I'm also planning on doing a rework of the colors - r = attack, g = support, b = protections - assess the eight powerset types to establish unique attack/support/protection numbers (0-255) that can be converted to hexcode colors. (please help me figure these out). Does that sound like something that belongs in there?
  25. As I posted in another thread. I've been using Hasten since before it was popular (the pre-customization animation was a major deterrent, as well as the fact that +Recharge is more of a meta in Homecoming than I remember it being pre-apocalypse). That being said, only two of my 19 current builds have Hasten. That is because most builds are better off without it. On the other hand, making Hasten a toggle (I believe this would make it around 50% recharge) or an auto (I believe this would make it around 30-40% recharge) would be a major hit for one of those two builds. Your first proposal would be a huge undertaking and would be essentially the same as making it an auto, so basically a 40% global recharge, would hit many sets harder than others, particularly Fenders and Trollers. Your second proposal would not be as large of an undertaking, but would require a new type of enhancement, take more slots from the builds that need it, cut movement speed for many players, and probably be a 20% global recharge, making it hit even harder than your first proposal. The reason that most people take Hasten, to be perfectly frank, is more social than mechanical. It's like procmeister builds. Also, Combat Jumping would probably rank higher in popularity than Hasten. Furthermore, Pool Powers have always played a strong role in CoH. Almost all players used to have to calculate their builds around getting Swift, Health, & Stamina (most took Hurdle as well), grabbing a travel power (pre-Ninja Run), and Combat Jumping. So basically 5-6 of your 20 powers were decided before you even picked up a primary and secondary power set, all from the power pools. Basically, what I am saying is that because this change would hit Trollers & Defenders harder than most other ATs, and Doms pretty hard too, and because there is no mechanical answer to a social "problem", it is not a good idea to nerf Hasten.
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