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balor

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Everything posted by balor

  1. Thanks for double checking, I was just doing fast math on that one. 🙂
  2. Hello! A little insight, please? It would be great if one of the team members working on this or some of the people who helped provide feedback to generate these changes could please take a few minutes and talk with us here. What are the goals and objectives with the Arachnos archetypes? Let's get an overview of what issues you all have defined and what can be addressed at this point. Also, feel free to note anything that is outside the scope at this time, so we don't waste time on that topic. Unlike when Tankers were addressed, this part of the community is small, and you might need a call to arms to ask people who play these classes to join in the topic once it is better defined. Below I added to the notes on things that should not have been left out as you need to jump into the beta to either check or know off hand. Arachnos Soldier / Arachnos Widow Updates & Power Customization Arachnos Soldiers and Arachnos Widows are now able to customize the colors of their powers in the Power Customization menu. New Widow Powers: Pain Tolerance Auto: Self Res(All DMG but Psi), +MaxHealth - Res is 5% and Hp is 160.63 at lvl 50 maybe 15%??? Not listed sadly even in description. Available to Night Widows at Level 1 (after respec). Night Widows who possess Pain Tolerance are resistant to most damage types, and gain additional hit points. This power is always on and costs no Endurance. Fate Sealed Auto: Self +Mezz, +Res(Mezz) - +Mezz is 33% and +Res(Mess) is 15% (34.6% at 50) Available to Fortunatas at Level 1 (after respec). Fortunatas who possess Fate Sealed gain resistance to all control effects and empowers their own control attacks. This power is always on and costs no Endurance. "Hidden" Changes: Mask Presence and Cloaking Device can now stack with other stealth toggles (similar to Hide for Stalkers). Bane and Night Widow's stealth radius is now 55' in PvE and 500' in PvP (no change for Fortunatas) Critical Damage from Hidden for Bane attacks now do 100% scale damage (previously 67%). Critical Damage from Hidden for Night Widow branch attacks now do 100% scale damage (previously 67%). This affects Slash and Eviscerate, only Placate's cooldown reduced to 35s - was 60 seconds so a 25s reduction Alternate Animations Feature: Several powers from the base Arachnos Soldier kit now have alternate animations available in the power customization menu, to visually utilize the Bane Nullifier Mace, or Crab Spider backpack, IF the player has spec'd into the appropriate tree. For example, if a Bane spider chooses the Bane animation for Wide Area Web Grenade, it will use their mace weapon for the attack. However, if a Bane spider chooses the Crab animation for Wide Area Web Grenade, it will instead default to using the rifle animation. This feature has been extended to the following powers: Burst - Now has Crab Longfang alt animation. Wide Area Web Grenade - Now has Bane Grenade and Crab Grenade alt animations. Heavy Burst - Now has Crab Longfang alt animation. Venom Grenade - Now has Bane Grenade and Crab Grenade alt animations (still mutually exclusive to Crab Spider's Venom Grenade). Frag Grenade - Now has Crab Grenade alt animation (still mutually exclusive to Crab Spider's Frag Grenade). Animation Changes: All Mace attack's cast times reduced to 1.67s. - cast time was 2s so 0.33s reduction impacting Mace ranged attacks only Pummel's cast time reduced to 1.17s. - was 1.67s a 0.5s reduction Channelgun's cast time reduced to 1s -was 1.33s a 0.33 reduction Longfang's cast time reduced to 1.33s -was 2s a 0.67s reduction Psychic Scream's cast time reduced to 2s. -was 2.67s a 0.67 reduction Scramble Thought's cast time reduced to 2s. -was 3s so a full 1 second reduction Mind Link's cast time reduced to 2.97s. -was 3.67s a 0.7s reduction Frenzy's cast time reduced to 2.23s. -was 2.5s a 0.27s reduction Heavy Burst's cast time reduced to 2.5s. -was 2.67s a 0.17s reduction PvP Damage adjusted to reflect these cast time changes. Other VEAT Changes: Mace Beam's cooldown increased to 6s and damage increased to 1.32 scale. -End cost also goes up to, in scale I think Mace Beam Blast's cooldown increased to 10s and damage increased to 0.784 scale. Now has 100% chance for knockback. -End cost also goes up to, in scale I think Mace Beam Volley's cooldown increased to 10s and damage increased to 0.824 scale. -End cost also goes up to, in scale I think Summon Spiderlings and Call Reinforcements now set to Replace stack type, instead of Ignore (summoning while pets are still alive will now destroy the current pets and replace with new ones). Channelgun's cooldown increased to 5s and damage increased to 1.16 scale. -End cost also goes up to, in scale I think Slice's cooldown increased to 6s and damage increased to 1.32 scale. -End cost also goes up to, in scale I think Longfang's cooldown increased to 10s and damage increased to 1.96 scale -End cost also goes up to, in scale I think Suppression's defense debuff increased to 10s duration. Arm Lash's defense debuff increased to 10s duration. Frenzy's defense debuff increased to 10s duration. Radius increased to 10' and damage reduced to 1.424 scale, per design formula. Omega Maneuver Cooldown reduced to 240s. -was 360s a 120s reduction Explosion and Taunt subpowers now both have 20' radius and can hit 16 max targets. Stun duration from explosion increased by 25%. Taunt effect now properly enhances (Bug Fix). Taunt effect now works in PvP. Confront now applies a -75% Range debuff on target for 12s. Mental Blast's cooldown increased to 6s, damage and endurance cost increased accordingly Scramble Thought's damage is now a growing DoT. It will do 5 ticks for a total of 1.75 scale damage, with the tick's damage sequence set to 0.25, 0.30, 0.35, 0.40, 0.45. Also, this power now does PvP damage. Total Domination's hold duration increased by 50%. Psychic Wail now has a 1.4x accuracy modifier. Night Widow's Psychic Scream Cooldown increased to 20s. -along with End Debuff duration doubled to 20s. Max targets increased to 12. Arc widened to 45 degrees, range reduced to 50' and damage increased to 1.4931 scale. Fixed PvP effects in Soldier armors that had their duration set too low (Bug Fix). My thoughts and questions New Widow Powers: Are you powers welcome.- YES! Do new powers always solve the current issues.- NO! But they can open opportunities for new game play option. What is a fundamental issue with adding any new power besides balance? What are you giving up to take that power and does it have a roll over what you already have. Pain Tolerance - This is basically a weaker version than the Bane Spider Armor Upgrade with the ability to slot healing, providing a 5% Resistance and about a 15% HP boost. Def vs. HP is really the call here. Widow is a Defense tank and not worth slotting Resistance into it at 5%, compared to spending slots for Tough if you wanted more Resistance. Now, as KaizenSoze pointed out, there are options for getting more HP with enhancements, but you are then burning slots. A very grey choice here, as it is not a good Resistance skill, but an interesting way to get some extra health. If the goal is to create an optional play style for the Night Widow as a VEAT tank, considering Confront also received a good buff, there is room for creativity here. The set also has that polarizing power, Elude 🤮. Sorry, Glacier Peak, I know you love it, even if we don't see eye to eye, we can still be friends. There is clear evidence that NC Soft wanted an option for a Night Widow tank among their Frankenstein Monster rush jobs called VEATs What if you boosted the Resistance value to a reasonable percentage that could really take good advantage of resistant sets and it adds a small taunt/aggro buff to all attacks? Now, there are interesting powers like Cross Punch that get stronger for having particular powers. What if we did something similar here? The taunt/aggro buff goes up by X value when you also have Confront and then goes up again if you take the power Elude 🤢. So, if you take Pain Tolerance, Elude 🤮, and Confront, you are somewhat of a Widow Tank with enough Resistance before dipping into Tough. However, you also took two powers that are not commonly chosen to fulfill a role. On the flip side, someone who does not want to tank just got Pain Tolerance at a good and fair Resistance level, but with the trade-off that they now have a slightly stronger chance to pull aggro in group settings. Fate Sealed- Neat, I will let people that now more about that give feedback. I would have loved to have seen more powers added to provide a variety of options and expand on the fantasy of playing Arachnos VEATs. Suggestions/wish-listing, as these are basic examples, because there is room for more powers to create new paths of play Night Widow Poisons & Fortunata Poisons Could the team create a version of Envenomed Blades that only works on selected powers, or might that be beyond the scope of what the system can do? Even going back to playing VEATs on live, I always felt they were rushed and had several missed opportunities. One of those was building off Toxic Dots, aka Spider poisons, and how it could be done. If it's possible, add it to the Night Widow and Fortunata teamwork sets. Just like Envenomed Blades, it adds extra Toxic Damage for a set period but would apply only to attacks with toxic Dots. This might be the challenging part. If damage curves are an issue, perhaps it could be a series of debuffs. For example, Night Widow, if it did no bonus damage, could have the chance to hold like the poison trap and impose -Damage, -To-hit, or any combination thereof. Fortunata might be psychotics with a chance to fear, daze, and confuse. "Hidden" Changes: Easily the biggest buff to the Night Widow, Huntsman /Bane all with a focus on melee and chance to use crits. Like what Koopak and Psi-bolt said the change is very nice and I also tested it on my Bane(huntsman) and Widow last night as well. In my opinion the placate and 100% change is the largest buff out of all the notes. Alternate Animations Feature: These are nice simple quality of life changes and everyone welcomes. Animation Changes: Some of these are minor and some are fairly large. I don't think most of these are going to be that big of a change as any mess up in your rotation or disruption will set you back to zero. Were some of these just cleaning up some extra lag time on the animations? Scramble Thoughts is the big standout here but I can't give much feedback on Fortunatas. Other VEAT Changes: What is the goal and choice for effectively shifting the combat cycles for some of the Bane and Crab attacks? Why scale up the cycle time? We also still don't have an effective change to End management. Yes, let me stop here for a moment and note that you can solve the issue at end game mostly when you have max gear. But for those who do play the class and not just EA farm, we do have the correct +recovery enhancements, and Endurance/Recovery is still an issue. The inherent could be buffed or reworked altogether. I strongly feel that the Endurance costs for abilities need to have some reductions, especially for toggles. I do want to point out it is not just about the end game builds with optimized loadouts but also about the journey to 50. I'm excluding AE farms as that is not the normal way the game was intended to be played. I would love for a Bane player to give some feedback or get a chance to test out the changes.
  3. Great feedback and good call with the preventative meds. I tried it with a full set of Unbreakable Guard and it only boosted it to 7.88% Impressive that takes it from 160.63 to a 302.11 for me. Much better than going the resist path. It is an interesting trade of an extra 141.48 hp for three slots. I still find the choice very grey and that is a good thing.
  4. I'm assuming that was a typo, it is 5% recovery. ------ I also got a chance to try Pain Tolerance. Neat power 5% resist to everything but Psi. Also +160.63 HP of my total 1765 hp on my character at 50. It will take healing or resist enhancements. Maybe one or two slot it to take key enhancements. Cool, little power that seems worth taking if you have an extra power slot. It could also be skipped if you needed a different option. I love the fact that it is a choice good enough to take but could be skipped and not feel bad about it.
  5. Having the widows Spins End Cost at the same rate as the Brute/Tanker of 13.15 would be a big improvement over the stock 15.44 but still way above the scrapper 9.15. Endurance/recovery issues is basically how I have seen some describe the Arachnos archetypes. With inherent powers being the core facet of the super power archetypes it did feel like someone was a bit at their creative limits when they made Conditioning. It might be fun to get a chance to test out what the archetypes would feel like at 25% regen and 7.5% or 10% recovery. Even possibly more if you take this to the conclusion of mini Arachnos super soldiers. Add in a small run speed and jump buff. But you look at something like Regeneration with Quick Recovery that is 30% and able to be slotted makes the 5% static value seem light. Yes inherent vs power sets but game design is not easy and if you disagree ask someone that has done it for a living.
  6. I have a question about a power that was not listed in the changes. But first, these are great in general—new Widow powers to deal with some of the issues of the power set is great. Improving the crit damage is huge, as I love my melee Widow, but I'm also learning to love it on my Huntsman. The cast time changes and other rebalances are welcome. You even addressed two big stinkers: Omega Maneuver and Confront. Now, I'm not sure if it's because Pain Tolerance was added or the fact that there is a power that I have never seen anyone take in their builds. The community no longer complains about the power because they don't think it even exists; possibly, it is an urban legend. Why was Elude not updated, reworked, or made into anything besides that power that is never taken? I would take a smoke grenade over Elude, and at least I get a cool poof of smoke from it. Dev crew, please do something with Elude. Even if it is a big change or a different direction altogether, please make the final power out of Widow Teamwork worth considering vs something that is almost never taken. 99% of this is awesome and well done, but please take a moment to really have a hard look at Elude as a viable option versus being listed as an auto-pass power. In the end, if nothing is done with Elude, well, it would not change much as we don't take it now, but everything else will be getting better in this update. Now that I've complained, here are some very fast off-the-cuff options as a direction to consider. Keeping in the theme, this is a "Ruh-roh!" moment type of power. A passive or more balanced defensive buff – but we've got Pain Tolerance now, yahoo! Advanced Widow poisons – a two-part power. First, a passive bonus to all poison damage Damage Over Time (DOTs) (not the number of ticks but damage per tick). Second, on activation, for the next X number of seconds, all poison DOTs impose heavy debuffs in the form of -Accuracy, -ToHit, -Damage, maybe even a chance on tick for a 2-second hold in the form of the vomiting animation. Lastly maybe a simple single-target debuff skill to avoid damage -Accuracy, -ToHit, -Damage, as simple examples. Readers will likely think of something better right away, or even the dev team, but in the end, it would be nice to have this as a competitive choice. I believe you all could come up with something fitting to address Elude or that power slot.
  7. Thanks for sharing and you did some awesome work with these builds.
  8. How do I use the View This Build In MRB it just opens a blank page for me and I don't see a clear option to use it with Mids' Reborn v3.6.6. This is likely a me issue but I would love to give some of these builds a try. At 39 and I think I need a shack-up and try something different. This looks wild did and I would love to try it at 50. Also what one of your builds would you suggest for a solo day that does not have a lot of time to play?
  9. All good I used your guide years ago and loved it. I know life can be crazy but know there are people out there that got joy out of your hard work. I'm a parent of 3 special needs kidos in my 40s. CoX is that nice relaxing escape when everything is done for the day and calm.
  10. Thanks I see it a few posts up.
  11. I feel like a goof but you have only 2 posts on your account and both are right here. Did you post under a different account name or on the discord with your build?
  12. Thanks Henoros! I was trying to wrap my head around that. I just returned after a two year break and working on my mid 30s huntsman. My mid build for him is on a old broken computer so I'm working on relearning everything. Main goal is a simi solo huntsman and yea I know these are designed for groups but my life style mostly promotes solo play. Darn real life impacting gaming.
  13. I see you like to use entropic chaos. This might be a noobi question but is that an attuned enhancement set? I know they don’t work under the minimum range of the sets but I was not sure if they would work for a level 50 or someone of the set range cap. Or are you getting level 35s?
  14. I would love to see your thoughts on it now.
  15. I'm shocked that Electricity Assault did not gain the new shock system. I always found Elec/Elec Dom extremely under preforming.
  16. Right now I'm having a lot of fun with Time/Seismic. The chance to knockdown has been an awesome addition.
  17. So I'm little confused on how to slot these powers now. Electrical Affinity I'm still slotting with EndMod where appropriate to reduce the target's End pools. But with Electrical Blast is it better to use straight damage mods sets or go for the hybrid ones like Power Transfer or Synapse's Shock? Any Electrical Blast defs out there worked out the balance on what you need to get good results?
  18. Near 30 right now but trying to work on a direction to go with Necro / Cold. I'm interested in thoughts suggestions and feedback. As Cold does not provide a heal I'm using Life Drain. I'm also not 100% sure how Benumb, Sleet and Heat loss work and could have slotted them wrong. Is Benumb worth it or should this be something else or slotted differently? Sleet's info is not showing up in mids but my thought was damage and status procs and then -def vs focusing into tactics. Heat loss seems good but the data is not showing up. This Villain build was built using Mids Reborn 3.0.4.7 https://github.com/Reborn-Team/MidsReborn Click this DataLink to open the build! Level 50 Magic Mastermind Primary Power Set: Necromancy Secondary Power Set: Cold Domination Power Pool: Leadership Power Pool: Fighting Power Pool: Presence Ancillary Pool: Chill Mastery Villain Profile: Level 1: Zombie Horde -- MarofSpr-Acc/Dmg/EndRdx(A), MarofSpr-Acc/EndRdx(3), CmmoftheM-Acc/Dmg/EndRdx/Rchg(3), CmmoftheM-Rchg/PetAoEDef(5), CmmoftheM-Acc/Dmg(5), OvrFrc-Dam/KB(7) Level 1: Infrigidate -- ShlBrk-%Dam(A), AchHee-ResDeb%(7), TchofLadG-%Dam(9), ImpSwf-Dam%(9), ImpSwf-Acc/Slow(11) Level 2: Ice Shield -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(19), LucoftheG-Def/EndRdx(19) Level 4: Gloom -- GldJvl-Dam%(A), CldSns-%Dam(11), Apc-Dam%(13), Dcm-Build%(13), Dcm-Acc/Dmg(15), Dcm-Acc/Dmg/Rchg(15) Level 6: Enchant Undead -- EndRdx-I(A) Level 8: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 10: Glacial Shield -- LucoftheG-Def/EndRdx(A), LucoftheG-Def(17), LucoftheG-Def/Rchg+(17) Level 12: Grave Knight -- MarofSpr-Dmg(A), MarofSpr-Acc/Dmg(21), SlbAll-Build%(21), TchofLadG-%Dam(23), AchHee-ResDeb%(23), ShlBrk-%Dam(25) Level 14: Tactics -- EndRdx-I(A) Level 16: Boxing -- AbsAmz-ToHitDeb%(A) Level 18: Provoke -- MckBrt-Acc/Rchg(A), MckBrt-Taunt(50), MckBrt-Taunt/Rchg(50), MckBrt-Taunt/Rchg/Rng(50) Level 20: Soul Extraction -- SvrRgh-PetResDam(A), EdcoftheM-PetDef(36), ExpRnf-+Res(Pets)(36), CaltoArm-+Def(Pets)(37), MarofSpr-Dmg/EndRdx(37), MarofSpr-EndRdx/+Resist/+Regen(37) Level 22: Arctic Fog -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def(34), UnbGrd-ResDam(34), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam/EndRdx/Rchg(36) Level 24: Life Drain -- ThfofEss-+End%(A), TchoftheN-%Dam(25), TchoftheN-Heal(31), TchoftheN-Heal/HP/Regen/Rchg(31), TchoftheN-Acc/EndRdx/Heal/HP/Regen(33), ThfofEss-Heal/Rchg(33) Level 26: Lich -- CldSns-%Dam(A), TchoftheN-%Dam(27), CldSns-ToHitDeb(27), SphIns-ToHitDeb(29), SphIns-Acc/ToHitDeb(29), SphIns-ToHitDeb/EndRdx/Rchg(31) Level 28: Benumb -- Acc-I(A) Level 30: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(42), Ags-Psi/Status(43) Level 32: Dark Empowerment -- EndRdx(A) Level 35: Sleet -- AchHee-ResDeb%(A), TchofLadG-%Dam(40), TchofLadG-DefDeb/Rchg/EndRdx(40), ShlBrk-%Dam(42), TchofLadG-DefDeb(42), ImpSwf-Dam%(43) Level 38: Heat Loss -- PrfShf-EndMod(A), PrfShf-EndMod/Rchg(39), PrfShf-Acc/Rchg(39), PrfShf-EndMod/Acc/Rchg(39), PrfShf-End%(40), PrfShf-EndMod/Acc(43) Level 41: Flash Freeze -- CaloftheS-Acc/Sleep/Rchg(A) Level 44: Frozen Armor -- ShlWal-Def/EndRdx(A), ShlWal-Def/Rchg(45), ShlWal-EndRdx/Rchg(45), Rct-ResDam%(46), Rct-Def/EndRdx(46), Rct-Def(48) Level 47: Weave -- Rct-Def(A), Rct-Def/EndRdx(48), Rct-Def/EndRdx/Rchg(48) Level 49: Hibernate -- Pnc-Heal/+End(A) Level 1: Brawl -- Empty(A) Level 1: Sprint -- Empty(A) Level 1: Supremacy Level 2: Rest -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(46) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45) Level 1: Zombie Level 12: Grave Knight Level 26: Lich ------------
  19. I just started a Necro / Cold because Zombie ice cubes are funny and a Ninja / Electric.
  20. Did you end up going with Sandwiches build? I have a low level one of these and was interest if it could work as yes I really like the theme. Glad to you had success.
  21. Ok that is an interesting concept as I have something similar on one of my MM. Do you have a full build posted?
  22. This should be fun at 50 and Unrelenting is amazing.
  23. That is a great read do you have your full build posted somewhere?
  24. I would love a no redraw on buildup and surveillance. I play a huntsman build into bane.
  25. balor

    Pick a Dom

    So this is feedback on enflame and ward post the new update? I have been trying to understand how and when to use those or if they will be useful for a Dom. Now from what I understand enflame forces mobs to flee. So you use one of the field powers on to immobilize everyone and then enflame the singularity? Does enflame do enough to warrant taking it and how heavy do you need to slot it? Ok at level 10 with EXP off to get all the merit contact missions done before moving on. I only have two of the Energy powers right now and picked up Arcane blast form sorcery. What are the powers to skip from Gav and energy?
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