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  1. @Blackfeather Upon re-reading, I'm not sure if the Captain is referring to it being a TAoE or if he means the fear being 135 degree arc.
  2. Less relevant in this context, because the Captain himself redesigned the power as a TAoE initially. So this happens to be one of those rare times they were seriously considering it.
  3. This right here might be the most relevant comment. I know someone in the closed beta had concerns that a TAoE fear might be "too good", but that doesn't mean they are right. They just had an opportunity to express their opinion before the rest of us. Such a comment should be considered in the greater context of the remainder of the control set.
  4. Yeah I'll have to disagree with the recent change to the fear. Like @Captain Powerhouse I think I would prefer 45 degrees and 60 feet to 135 degrees and 30 feet. Far more useful as an alpha breaker. I suspect those people who were giving the feedback that they wanted to be able to use Cold Snap in melee were hoping it could be a TAoE. I know I wanted to use it as both an alpha breaker and in melee, but between the two, I'll take the alpha breaker.
  5. I don't have links for you, but I seem to recall that "domination is not a hard and fast double magnitude" was said by someone important once upon a time. Arctic Air in ice, for example, was just changed to +1 instead of +3.
  6. Anyone know how cold snap would interact with fear procs? Specifically if a fear dmg proc was slotted in cold snap, and a mob got hit by the slow portion but NOT the fear portion, would the fear proc have a chance to go off? Honestly the two size cones seems like a pain in the ass mechanically and super confusing as a player. I'll echo the suggestion to make it a TAoE. I don't think there are too many TAoE fears (any?). This would make for a unique power that can be used in melee. Edit: if you do make it TAoE, maybe call it Avalanche. Few things are as scary as an avalanche
  7. Anyone know how much -res a Dom can stack with this set using the single target ranged attacks? The sonic blast sets now apply two -res effects, one of which stacks up to 4 times. But I can't tell if any of that applies to dominators using city of data. I can see 3 different -7.5% res all effects, each with a different name and duration, one for each attack. So my guess is -22.5%, but that locks you in to using the single target ranged attacks in your rotation to maintain it. Some clarity in the patch notes whether sonic assault works the same as the defender versions would be much appreciated.
  8. Agree with other posters request to have an option to remove the music notes. Also the name should be Sonic Control. Thematically broader.
  9. Use domination often. Don't wait. Otherwise you're going to not use it often enough. Control first then damage second. Doms fall flat solo against hard targets, ie AVs, because controls are mostly useless. So if solo is your game, either /fire or /dark are great options, for the dps and the heal respectively. Primaries: can't go wrong with Plant. Earth and dark are also very strong. I personally like fire a lot, but some feel it is too squishy.
  10. Happy to inspire. Also, I have to say that those resistance numbers with bonfire are mighty tempting. I will be pouring over your build to see what I can steal!
  11. @Neiska and @Carnifax: much thanks. The -res on the MM attacks last 5, 6 and 6 seconds for corruption, lash and crack whip, respectively. Would still require spamming the abilities to keep the debuffs up. For comparison, Defender Sonic Blasts -res durations are 5-20 seconds, but 20 seconds is on the nuke. If you look at the T1-T3 powers they are 5-8 seconds. So the MM debuffs don't last as a long as Defenders, but you wouldn't expect them to, either. Your point about how busy is EA is a good one. Currently I love weaving the attacks between my heals and buffs. May change as I level and get more to do, but I tend to like "busy" builds.
  12. Anyone know if Enflame procs well? Is it buggy-in-an-OP way like Burn, or don't-bother-basically-never-procs like rain powers? I searched... but gave up quickly.
  13. Really? Faraday cage gives 11.25% and Ember Demon gives the owner between 9 to 15% to various types. Even post enhancements that's well short of the cap. Are you counting Tough? RoP? Bodyguard mode? (resists are applied before BG mode, iirc)
  14. Thanks @Neiska and @The_Warpact. Lots of great ideas from both of you. Since the little guys from Hell on Earth spawn at -2 to your level, don't they need significant accuracy slotting to actually hit anything? From reading both of your builds, it doesn't look like chasing ranged defense is a significant priority. Agree? What about slows? Do you find them to be a significant problem? Regarding Enflame - on paper it seems really terrible. It uses the Masterminds ranged damage modifier so only does about 3 damage unenhanced. And has a super tiny 8 yard radius (so within melee range of the effected pet). Do you really find it to be a noticeable improvement? Is it that Enflame is proc bugged (like Burn or Irradiated Ground)? Regarding the MM attacks - I think this is one case where they might be worth taking. I know their damage is crap, but each one does -9.4% resistance, which when multiplied by 6 pets (or a team for that matter), seems like it would be a huge boost. All 3 on an AV would be another -28.2% resistance. That's huge. Plus you can proc out the Lash and Crack Whip with 4+ procs. Or am I missing something else?
  15. Thanks, and I agree about the two damage procs in the demon prince. You can also put the damage procs in the demonlings, but of course there only the cold demonling will benefit. He's only got 4 attacks, but 3 of them would fire the procs. Not sure if it is worth it for them. There are probably better ways to slot them.
  16. Hiya. I'm leveling a demons/EA MM in Praetoria right now. Loving it. Thinking ahead to a level 50 build (because I can't stop myself), what are the desirable set bonuses for this pairing? Recharge is nice because it will let you spam the heal and absorb shield. But after that I'm at a loss. Ranged defense for extra tankiness? Slow resistance? (I imagine slows could really lower your heal and absorb throughput) More resists? Movement speed for funsies? Or maximize procs in the attacks? Second, does this build benefit much from Hasten? Finally (this is not specific to demons/EA), I know Henchmen are immune to +recharge because it messes with their AI. Does this mean they are also immune to -recharge?
  17. The game is well past its prime and dying. Development is slow and slowing (has anyone noticed that the last 6 or so Pages have been released roughly every 6 months, in Oct/Nov and April?). Things mentioned years ago have never materialized (controller patch?). They have a closed development team because of "The Talks." Developers, Community Members and Players are burning out. Ask Jimmy. HC can't used code from other projects. And most other projects have considerable animosity toward HC. For Reasons. There's no way around it. All games die. CoH came back for a while. Enjoy it before you burn out.
  18. Bolded for emphasis, because you'd do well to look in the mirror. @oedipus_tex is one of the most level headed and well-written people on this forum.
  19. I like it. But what happens to the pet when the target dies? Does the pet despawn or hang around and keep fighting? I'd prefer the latter, but keep them at a moderate to light damage. Also worth noting that they have a cone. Untouchable pets with a cone is probably a little much. Might have to remove the cone. Warshades themselves do enough aoe. I also feel that the loss of "off tanks" by making them untouchable is totally acceptable. Without defense or resistance... they are really shitty off tanks.
  20. The exclusivity of stealth and infiltration is super annoying. Enough so that I can't bring myself to use it; I want to run fast to the next mob but not have to turn stealth back on for the defense buff before engaging. An "only the best stealth applies" type of thing would be better. But let this not apply to celerity et al.
  21. Yeah this gets brought up all the time. You must not spend a lot of time on the forums, or you didn't search. No to most of your changes. Mass confusion and AoE holds could probably use a recharge buff. Confusion duration could probably be reduced. Seeds of confusion can get a nerf and plant will still be amazeballs. I'd rather not see a pet for mind control. Homogenization is boring. Mesmerize is unique and amazing. Many uses. Maybe a cast time reduction. Levitate too. Get their dpa similar to dominate. Telekinesis is kinda shitty. Also doesn't fit the theme of mind control. But neither does levitate really. Anyway, telekinesis is probably the only power that genuinely needs a rework. Others just need tweaks.
  22. Curiosity/pedantism got the better of me. BF to attack vitals does 354.06 damage in 6.732 seconds. This is unenhanced, no buffs, procs or misses. 52.59 dps over the chain. BF > AS > SS > AS does 284.33 damage in 5.28 seconds for 53.86 dps over the chain, same assumptions. This is at gapless levels of recharge. Obviously this is any incomplete analysis. But as a first approximation it suggests that the gains from the hyper-recharge gapless BF > AS > SS > AS chain are marginal. The major difference between now and live is that DB was changed to build the combo even with misses. EDIT: The great advantage of the BF > AS > SS > AS chain is that because it is so short, most of the chain is under double stacked BF buff.
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