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Make alternative IO sets to Luck of the Gambler
Zepp replied to nyttyn's topic in Suggestions & Feedback
@Hyperstrike I made a couple adjustments... 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! SpeedHover: Level 50 Magic Blaster Primary Power Set: Archery Secondary Power Set: Atomic Manipulation Power Pool: Flight Power Pool: Leadership Power Pool: Leaping Power Pool: Speed Ancillary Pool: Electrical Mastery Hero Profile: Level 1: Aimed Shot -- MlsFur-Acc/Dmg(A), MlsFur-Dmg/EndRdx(3), Dvs-Acc/Dmg/Rchg(3), Dvs-Acc/Dmg/EndRdx/Rchg(5), Dvs-Hold%(43), Dvs-Dmg/Rchg(50) Level 1: Electron Shackles -- MlsFur-Acc/Dmg(A), MlsFur-Dmg/EndRdx(5), Dvs-Acc/Dmg/Rchg(7), Dvs-Acc/Dmg/EndRdx/Rchg(7), Dvs-Hold%(17), Dvs-Dmg/Rchg(50) Level 2: Snap Shot -- SprDfnBrr-Acc/Dmg(A), SprDfnBrr-Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/Rchg(9), SprDfnBrr-Acc/Dmg/EndRdx(11), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(11), SprDfnBrr-Rchg/+Status Protect(13) Level 4: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(13), WntGif-ResSlow(15), WntGif-RunSpd/Jump/Fly/Rng/EndRdx(21), WntGif-RunSpd/Jump/Fly/Rng(21), ShlWal-ResDam/Re TP(23) Level 6: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(23), Rct-ResDam%(31) Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(25) Level 10: Air Superiority -- OvrFrc-Dam/KB(A), OvrFrc-Acc/Dmg/End/Rech(25), OvrFrc-Dmg/End/Rech(27) Level 12: Assault -- EndRdx-I(A) Level 14: Afterburner -- LucoftheG-Def/Rchg+(A), WntGif-RunSpd/Jump/Fly/Rng(29) Level 16: Positron Cell -- MlsFur-Acc/Dmg(A), MlsFur-Dmg/EndRdx(27), SphIns-ToHitDeb(33), SphIns-Acc/ToHitDeb(33) Level 18: Ionize -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(33) Level 20: Aim -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg(34) Level 22: Metabolic Acceleration -- RgnTss-Heal/EndRdx(A), RgnTss-EndRdx/Rchg(34) Level 24: Ranged Shot -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(31), StnoftheM-Dmg/ActRdx/Rchg(34), StnoftheM-Acc/ActRdx/Rng(36), StnoftheM-Acc/Dmg(36), ExpMarks-Dmg/Int/Rng/Rech(39) Level 26: Stunning Shot -- Stg-Acc/Rchg(A), Stg-EndRdx/Stun(29), Dvs-Acc/Dmg/Rchg(37), Dvs-Acc/Dmg/EndRdx/Rchg(31), Dvs-Hold%(37), Dvs-Dmg/Rchg(37) Level 28: Vengeance -- LucoftheG-Def/Rchg+(A), RgnTss-Heal/EndRdx(39), RgnTss-EndRdx/Rchg(39) Level 30: Negatron Slam -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(40), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42) Level 32: Atom Smasher -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(43), SprAvl-Acc/Dmg/EndRdx/Rchg(43) Level 35: Static Discharge -- PrfShf-EndMod(A), PrfShf-End%(36) Level 38: Shocking Bolt -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(45), Dvs-Acc/Dmg/Rchg(45), Dvs-Acc/Dmg/EndRdx/Rchg(45), Dvs-Dmg/EndRdx(46) Level 41: Positronic Fist -- SprBlsWrt-Acc/Dmg(A), SprBlsWrt-Dmg/Rchg(46), SprBlsWrt-Acc/Dmg/Rchg(46), SprBlsWrt-Acc/Dmg/EndRdx(48), SprBlsWrt-Acc/Dmg/EndRdx/Rchg(48), SprBlsWrt-Rchg/Dmg%(48) Level 44: EM Pulse -- Stg-Acc/Rchg(A), Stg-EndRdx/Stun(50) Level 47: Super Speed -- BlsoftheZ-ResKB(A) Level 49: Super Jump -- BlsoftheZ-ResKB(A) Level 1: Brawl -- PndSlg-Stun%(A) Level 1: Defiance 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 -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(15), Mrc-Rcvry+(17), RgnTss-Regen+(19) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-EndMod(A), PrfShf-End%(19) Level 1: Quick Form ------------ -
Powers that would need to change if Hasten gets nerfed
Zepp replied to Zepp's topic in Suggestions & Feedback
I don't want Hasten nerfed. I'm just saying there are certain sets that would be disproportionately harmed. Illusion trades most of its control for the ability to control aggro, which means that perma-PA is a keystone to the set. Nerfing Hasten would severely limit your choice of secondary if you were running Illusion. Time Manipulation is a set that is about controlling the pace of battle. Ironically, its keystone, Chronoshift, requires Hasten to be perma, and thus function. My primary position is that Hasten should stay as is. My secondary position is that if Hasten is nerfed, the powersets most significantly harmed by the loss of Hasten will need to be adjusted. This thread is about identifying specific powersets/powers that really need Hasten. It is basically trying to make it clear how much work would need to be done for these "fixes" to Hasten, such as making it a toggle at 50% or an auto power at 30-40%, or adding more of an endurance cost (to some sets that need Hasten to function but are already endurance-intensive). -
Powers that would need to change if Hasten gets nerfed
Zepp replied to Zepp's topic in Suggestions & Feedback
My Human-only PB, Tri-form Warshade, and all my Perma-Dom Doms seem to be fine without Hasten. The two powers listed in the OP were the only two that I had issues with that could not be resolved sans Hasten. -
Powers that would need to change if Hasten gets nerfed
Zepp replied to Zepp's topic in Suggestions & Feedback
Certain sets would be disproportionately harmed be a Hasten nerf. This thread is finding and debating keystone powers that would need a recharge reduction if Hasten gets hit with the nerf bat. -
This is my plan for my Ill/SS Troller: 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: Speed Power Pool: Leaping 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 -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(7), Dcm-Acc/EndRdx/Rchg(9), Dcm-Dmg/Rchg(9), Dcm-Acc/Dmg(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), BlsoftheZ-Travel(19), BlsoftheZ-Travel/EndRdx(23) Level 8: Superior Invisibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(17) Level 10: Steamy Mist -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(19), GldArm-3defTpProc(25), StdPrt-ResDam/Def+(45) Level 12: Teleport -- Jnt-EndRdx/Rng(A) Level 14: Group Invisibility -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx/Rchg(37) Level 16: Freezing Rain -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(45), Rgn-Acc/Rchg(46), Rgn-Acc/Dmg/Rchg(46), 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: Hurricane -- DarWtcDsp-Slow%(A), DarWtcDsp-ToHitDeb/EndRdx(21), DarWtcDsp-ToHitdeb/Rchg/EndRdx(21), DarWtcDsp-ToHitDeb(23), SuddAcc--KB/+KD(42) Level 22: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(50) Level 26: Spectral Terror -- DarWtcDsp-Slow%(A), DarWtcDsp-ToHitdeb/Rchg/EndRdx(27), DarWtcDsp-ToHitDeb/Rchg(27), DarWtcDsp-ToHitDeb/EndRdx(29) Level 28: Thunder Clap -- SprWiloft-Rchg/Dmg%(A), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(29), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(33), SprWiloft-EndRdx/Rchg(33), SprWiloft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(33), SprWiloft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(34) 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(36), ExpRnf-Acc/Dmg/Rchg(37), ExpRnf-Acc/Rchg(37) Level 35: Tornado -- ExpRnf-EndRdx/Dmg/Rchg(A), ExpRnf-Acc/Dmg/Rchg(40), ExpRnf-Acc/Rchg(42), ExpRnf-Dmg/EndRdx(43), OvrFrc-Dam/KB(43) Level 38: Lightning Storm -- Apc-Dam%(A), Apc-Dmg/EndRdx(39), Apc-Acc/Rchg(39), Apc-Acc/Dmg/Rchg(39), Apc-Dmg/Rchg(40), SuddAcc--KB/+KD(43) Level 41: Water Spout -- PstBls-Dam%(A), PstBls-Acc/Dmg/EndRdx(42), PstBls-Dmg/Rng(48), PstBls-Dmg/Rchg(48), PstBls-Acc/Dmg(50) Level 44: Shark Skin -- Ags-Psi/Status(A), Ags-ResDam/EndRdx(45) Level 47: Recall Friend -- Jnt-EndRdx/Rng(A) Level 49: Long Range Teleport -- RechRdx-I(A) 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(48) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(40) 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 ------------
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Make alternative IO sets to Luck of the Gambler
Zepp replied to nyttyn's topic in Suggestions & Feedback
@Hyperstrike Interesting (and a little overkill), can you make it playable? -
Powers that would need to change if Hasten gets nerfed
Zepp posted a topic in Suggestions & Feedback
Long title, I know. In a discussion about 7.5% recharge procs the desire to nerf Hasten once again reared its ugly head. Just some background on my relationship to Hasten. I used it when it required the pompoms of death, and was not as popular as it has become. However, I have actually been very careful about inclusion of it in my builds and found that I only need it in two of my 19 current builds. So, I was thinking, there are a couple of powers that really need to be up all the time for a set to function well and need perma-Hasten to do this. I was going to start off with two powers and then continue the list with discussion on whether specific powers should be included or excluded based on argumentation. Illusion Control - Summon Phantom Army Time Manipulation - Chrono Shift Time Manipulation - Temporal Selection Psionic Mastery - Mind Link Cold Domination - Benumb Nature Affinity - Overgrowth Nature Affinity - Wild Growth Please feel free to argue and make further suggestions. The goal is to figure out what powers would need to be reworked in the case of a Hasten nerf. -
Make alternative IO sets to Luck of the Gambler
Zepp replied to nyttyn's topic in Suggestions & Feedback
Illusion is one easily understandable example. There are more out there, but I was just pointing out the most obvious. Nerfing Hasten would require the evaluation of every set in the game and changes to possible dozens of powers. -
I'd love to have access to spectrum on flats. But overall, heels annoy me and while I understand some may want them I'd love more options not to.
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Make alternative IO sets to Luck of the Gambler
Zepp replied to nyttyn's topic in Suggestions & Feedback
@Chris24601 & @ArchVileTerror The nerfing of Hasten that y'all propose would make certain sets, such as illusion control very difficult to play. Illusion Control lacks most of the control powers that other control kits rely on. In exchange, the set uses aggro management via PA to maintain control. This is why so many players see perma-PA as a requirement. Now, perma-PA is possible without Hasten so long as you have +Rech in your secondary, but that would mean that most secondaries would become non-options if you wanted to go for Illusion Control. This is just one specific case, there are a good number of situations wherein the nerfing of Hasten would disproportionately harm certain sets to an inexcusable degree. I think having a different set that uses the same tag as LotG would be a great idea. But nerfing Hasten or making the LotG proc unique would be terribly problematic. -
Make alternative IO sets to Luck of the Gambler
Zepp replied to nyttyn's topic in Suggestions & Feedback
10ish global movement speed +flight speed in Swift +flight speed in Hover or 20ish global movement speed +flight speed in Swift +flight speed & flight speed/endurance in Hover Don't have the exact numbers worked out, but something around that will get you there. Hell, with a little work you can make Afterburner worthwhile with Hover... Oops, found out it was a mistake with Mids. -
Make alternative IO sets to Luck of the Gambler
Zepp replied to nyttyn's topic in Suggestions & Feedback
You can get Hover to cap... -
Make alternative IO sets to Luck of the Gambler
Zepp replied to nyttyn's topic in Suggestions & Feedback
First off, I was an early adopter of Hasten (before power customization and when you had to have the yellow pompoms of death). However, I currently only have Hasten in two of my 19 active builds. Rule of thumb, most builds can meet their recharge needs with the same amount of recharge you need to get pre-Hasten for perma-Hasten... I need to review my Ice/Time Troller and see if I can shift my slots for perma-Chrono Shift sans Hasten (which means I will likely be down to just my Ill/SS Troller needing Hasten)... If you really look at your builds, most of them are better without Hasten... -
I would suggest that Cimerora be considered to be a portion of shared history prior to the two dimensions separated.
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[Issue 26, Page 6+ Proposal] Redlynne Redesigns Mind Control
Zepp replied to Redlynne's topic in Suggestions & Feedback
@Redlynne I understand your verbosely proposed point. Let me try to clarify my position. While I understand that there would be a difference in the amount of work needed for the change to be implemented across all controller powersets, it is generally better for game design to have an AT inherent effect be universal rather than powerset specific. Furthermore, Illusion control is in a worse position for containment as their AoE Hold has an excessively long animation and they have no stun or immobilize (and only a weak chance for sleep via a pseudopet). In other words, illusion control only has one power that can be used for containment. In addition, changes to one powerset in the manner you suggest would make the presence pool more valuable for Mind Control Trollers than for other Trollers. In terms of TK, as stated before I support either the removal of repel or using vectored repel centered on the target. I agree with increasing the radius. I agree with reducing the endurance cost. Get back to this in a second. I agree with increasing the range. I am in tentative agreement on the detoggle - needs playtesting. I definitely agree that TK should take Hold & Troller enhancements. Back to point 4, with your example, Entangling Aura has a target cap of 16, but %s. That means that on average it is hitting 6 targets with a mag 3, 1 target with a mag 2, 7 targets with a mag 1, and 2 targets with nothing. Which is why I suggested 8-12 targets. Thanks for your response, but try not to over-react when someone is agreeing with most of your points. -
With the release of Page 5 there are now three new sets for Endurance Modification. I was wondering if anyone has updated their slotting for Electric Control / X Doms? If you have, could you tell me a little about what choices you made and why?
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[Issue 26, Page 6+ Proposal] Redlynne Redesigns Mind Control
Zepp replied to Redlynne's topic in Suggestions & Feedback
Just to summarize: Remove Immobilize and add Terrorize to Containment Overhaul Telekinesis (reduce endurance cost, increase the radius and target cap, have it function until corpse poof, and tie the repel to Levitate or remove?) Raise AoE accuracy Other discussion included expansion to Illusion and the consideration of Confuse. My question about containment is, why replace rather than add. I understand why it is particularly useful for Mind Control (and Illusion), but why not expand it to five control types rather than just four. It would address issues containment has with tetraphobia while making it more useful for the two sets that were forgotten by containment. The TK overhaul seems necessary, but it may lead to TK being too powerful. I'm on the side of removal of repel rather than tying powers together. Alternatively, this would be a good candidate for testing vectored repel (pushing from 15m away from the target towards the target). That being said, I think it is worth a shot, although I would probably go with a cap of 8-12 rather than 16 because of the nature of the power. -
New IO Set Request: Cunning of Remus (Immobilize Set)
Zepp replied to Zepp's topic in Suggestions & Feedback
Good points my responses: I'm glad you caught that "accident" that was completely "accidental" and was "not planned" in any manner whatsoever. That being said, I don't see this as a major issue. I based this off of current sets and values as well as the Synapse's Shock and Power Transfer numbers. I could see changing the resist type (to prevent it from being overly good for E/N protections), and possibly lowering those numbers, but I think that it is reasonable. As for the AoE proc, I was not 100% sure how I wanted to implement this. This could either be an AoE pseudopet/patch that procs at the targeted location (so you could get the patch even if you missed the immobilize), function like the reworked Call of the Sandman, or have the chance for multiple procs with a does not stack from the same caster limitation - meaning it could work to expand the radius of AoE immobilizes. I am partial to the first, the second is likely the most reasonable, but the last is likely to be the most popular.- 8 replies
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New IO Set Request: Cunning of Remus (Immobilize Set)
Zepp replied to Zepp's topic in Suggestions & Feedback
Well, I actually started with Cunning of Remus (which was actually in reference to Uncle Remus' Br'er Fox' trap for Br'er Rabbit) then thought about his twin... The Uncommon set came last, and I thought, what would be a Supreme name for that set?- 8 replies
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Steamy Mist has acceptable defense and some resistance as well. However, because you can get greater stealth and threat reduction from Superior Invisibility, especially when stacked with Group Invisibility, it is actually safer to use SI once you have Phantom Army. Steamy Mist is great for teams, so-so for solo (when choosing between SM & SI). For my personal build, I am currently rethinking my Epic Pool (thinking of going redside to pick up Leviathan), and re-examining my slotting. I am looking for a way to move the recharge time from freezing rain to drop some procs in it, while keeping my global recharge above 201% (the minimum I need to keep perma-PA without Incarnates).
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With a nod to @Bopper's recent proposal, I would like to propose a set that combines damage and immobilize. This set would definitely be a good fit for Blasters, but would also be useful for Trollers to get easy containment. The Name of Love (Uncommon 10-50) Accuracy/Recharge Immobilize/Endurance Immobilize/Recharge Immobilize/Endurance/Range Immobilize/Accuracy/Recharge Immobilize/Accuracy/Endurance/Recharge Set Bonuses (2) 1.5% Max Health (3) 2.5% Enhancement (Immobilize) (4) 8% Regeneration (5) 3.75% Defense (AoE), 1.88% Defense (Fire/Cold) (6) 3.75% Resistance (Toxic/Psionic), 6.25% MezResist Wrath of Romulus (Rare 10-50) Immobilize Damage/Recharge Damage/Accuracy/Recharge Damage/Accuracy/Immobilize Damage/Recharge/Accuracy/Immobilize Recharge/Chance for Fire DoT (3 PpM) Set Bonuses: (2) 7.5% Movement Speed (3) 3% Damage (4) 5% Range (5) 9% Accuracy (6) 7.5% Enhancement (Recharge Time) Cunning of Remus (Rare 10-50) Immobilize Damage/Recharge Accuracy/Immobilize/Recharge Damage/Recharge/Accuracy Damage/Accuracy/Immobilize/Range Immobilize/Chance for Tar Bomb (AoE Immobilize, 3 PpM) Set Bonuses: (2) 2.25% Max End (3) 4.5% Resist (Energy/Negative), 7.5% MezResist (4) 3% Enhancement (Endurance Discount) (5) 6.25% Enhancement (Recharge Time) (6) 3.75% Defense (Ranged), 1.88% Defense (Energy/Negative)
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Add postures options to the character creator?
Zepp replied to Coffeh's topic in Suggestions & Feedback
Star Trek Online had this functionality. It's nice, and using existing emotes it may be possible, especially considering recent/upcoming changes to the character creator. -
New IO Set Request: Ice Mistral's Torment (Slow Movement Set)
Zepp replied to Bopper's topic in Suggestions & Feedback
I was thinking that immobilize could use some damage+immobilize sets as well. (will make some suggestions later)- 14 replies
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Suggestion: Remove limit of 4 Pool Power sets.
Zepp replied to JumpingSpider's topic in Suggestions & Feedback
Most of my builds do not take Hasten... You usually do not need it to solidify your attack chain on DPS toons. -
Just thought I'd add some suggestions and combine them with a compilation of previous suggestions. Cold Domination: Buff: +Defense, +End, +HP, +Res (F/C) Debuff: -Spd, -Rech, -Def, -Dmg, -Res, -Reg Damage: None Assessment: No major issues. This is a classical support set and works as intended. It is a Jack-of-All-Tradesish set, and there are some minor tweaks that could make it better, particularly regarding personal protections. Compiled Comments: Dark Miasma: Buff: Rez, +Def, +Res(E/N/P) Debuff: -Dmg, -ToHit, Hold, Fear Damage: Moderate via pet Assessment: This is a survivability set that has a good combination of debuffs and buffs focused on those ends. The primary concern with this set is Black Hole, which needs to be addressed with a broader range of intangibility related adjustments. Compiled Comments: Empathy: Buff: Heal, Rez, MezRes Debuff: None Damage: only to self Assessment: This set is from an era pre-inherent fitness and lacks general utility. In order to maintain its character as the heal set and be more useful, it could use some adjustments to key mechanics. It needs to add +HP and +Absorb effects in some powers. It also has high personal cost and no personal support. Recovery Aura and Regeneration Aura could be converted to AoE Team toggles (Recovery with no end cost, and regeneration with .3-.4 end/s cost), possibly adding +HP to Regeneration Aura. Some debuff or damage could be added to help as well. Compiled Comments: Force Fields: Buff: +Def, MezRes Debuff: KD, KB, Stun, Isolate Damage: Low Assessment: This set is largely unnecessary because of a combination of Pool Powers, IOs, and Incarnate abilities. In addition, the Homecoming cultural predilection towards fits of anti-KB rage, this set is not in a happy place. It is a really good set for pre-50 toons, but endgame it is largely useless. Detention Field is an isolation power that does not use the intangible mechanic. This is an unpopular mechanic, but could be useful if changed into a toggle. Repulsion Field and Force Bubble together are less useful than Hurricane alone. Repulsion Bomb is a great candidate for KB-Vector experimentation. In particular, having an implosion following the repulsion would make this power much more popular. Compiled Comments: Kinetics: Buff: +Dmg, +Spd, +Rech, +Rec Debuff: -Dmg, -Spd, -Rech, -End, KB Damage: None Assessment: A very popular set for good reason. It helps with speeding up combat and mobility. Repel (because of anti-KB bias and high End cost) and Inertial Reduction (because, while fun, it is not that useful in combat) seem to be the less popular powers. The only weakness of the set is a lack of good IOs. It would also be nice if Speed Boost were a Team AoE... Compiled Comments: Nature Affinity: Buff: Heal, Absorb, Rez, +Reg, +Res, +End, +Dmg, +ToHit Debuff: -Res, -Dmg, -ToHit, -Regen, Hold Damage: None Assessment: This set combines the best aspects of Dark Miasma and Empathy for a set that is fundamentally really good. Compiled Comments: Pain Domination: Buff: Heal, +Dmg, +ToHit, +Res, +Per, +Rech, +Spd, +Regen, +Rec Debuff: -Res, -Def Damage: only to self Assessment: The redside version of Empathy. It is in a better spot than Empathy atm, but could use some more debuffs, a touch of absorb, and +HP. Compiled Comments: Poison: Buff: Heal, Rez, +Res(C,T), Mez Res Debuff: -Res, -Def, -Regen, -Heal, -Dmg, -ToHit, -Spd, -Rech, -End, -Rec, Hold Damage: Moderate Assessment: This is the Jack-of-all-Trades Debuff set. It is really good if you know how to pick your poison, but it could use some tweaks, as stated below. I would add that Alkaloid should be either a TAoE or a PBAoE to make it worthwhile. Compiled Comments: Radiation Emission: Buff: Heal, Rez, +Spd, +Rech, +Rec, +Dmg, +Mez Res Debuff: -Def, -ToHit, -Dmg, -Res, -Spd, -Rech, -Regen, -End, Hold Damage: Moderate to Robots Assessment: A full-spectrum survivability buff/debuff set. It does a good job of covering all the bases and does not require much thought. Fallout and EM Pulse feel archaic. EM Pulse could use minor damage to non-Robots in addition to crash removal. Compiled Comments: Sonic Resonance: Buff: +Res, Mez Res Debuff: -Res, -Toit, -Def, Hold, KB, KD, Isolate Damage: Low Assessment: This is the resistance version of Force Field. It is very specialized, but IOs and Pool Powers don't hit it as hard as FF. It could use some expanded debuffs and maybe a heal to make it more appealing. Sonic Cage is an isolation power that does not use the intangible mechanic. This is an unpopular mechanic, but could be useful if changed into a toggle. Sonic Repulsion is a weak version of Hurricane, cast on another player. It could use repel and some sort of debuff. Liquify could use a bump up to damage and a shorter cooldown. Compiled Comments: Storm Summoning: Buff: Heal, Stealth, Mez Res, +Per, +Def, +Res(F/C/E) Debuff: -Spd, -Rech, -Fly, -Def, -Res, -Range, -ToHit, -End, KB, Fear, Stun, Damage: High Assessment: Best solo support set out there. The current anti-KB bias means this set loses a lot of slots to KB2KD procs. In addition, Gale and O2 generally underperform. Gale could use a damage bump or some debuff and O2 could become a PBAoE. Compiled Comments: Thermal Radiation: Buff: Heal, Rez, Mez Res, +Res, +Dmg, +ToHit Debuff: -Dmg, -End, -Rec, -Regen, -Res, -Def Damage: None Assessment: This set is a little bit of a late bloomer. It gets all of its support early and its debuffs late. The T8 and T9 powers, however, could use a drop in recharge. Compiled Comments: Time Manipulation: Buff: Heal, Mez Res, +Dmg, +Rech, +Regen, +ToHit, +Def, +Per, +End, +Rec Debuff: -Spd, -Rech, -Regen, -Heal, -Dmg, -Spd, -ToHit, -Def, -Res, Hold Damage: None Assessment: Very similar to Kinetics. It is in a better IO situation than Kinetics, but lacks the free travel powers. Compiled Comments: Traps: Buff: Mez Res, +Regen, +Res Debuff: -Regen, -Dmg, -Acc, -Res, -Def, -Spd, -Rech, -Per, -Fly, Immobilize, Hold Damage: Very High Assessment: While it has less control than Storm, it is also a very good solo set. It is very solid, but unfortunately its least useful is the oft required T1. It could use a boost in some of its buff/debuff numbers, but overall it is in a good place. Compiled Comments: Trick Arrow: Buff: None Debuff: -Res, -Def, -Dmg, -ToHit, -Rech, -Spd, -Fly, -Per, Slow, KD, Sleep, Hold Damage: Low (Moderate v Robots) (High, if paired with fire) Assessment: This set really needs some way to light Oil Slick Arrow. This set also lacks buffs and its debuffs are overshadowed by other sets. It could use some -Regen and a little more damage overall. Compiled Comments: General comments: