
Nayeh
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Posts posted by Nayeh
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I think Afterburner should be reclassified as a server-tray temporary power, similar to how Sorcery (Translocation) and Force of Will (Mighty Leap) are automatically granted when you activate the abilities.
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7 hours ago, Nemu said:
You...NEED...whirlwind with staff.
Trust me.
Preach the Gospel of SPIN!!!
If Whirlwind didn't spin my character around and make me nauseous during moments I wasn't mashing buttons I'd get it.
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So I had an Overpowering Presence: Energy Font laying around and decided to try it out on Dimension Shift.
Result: Energy Font, although a very low proc-rate that seems to fire upon initial cast only (as in it does not seem to spawn on ticks or entry/exit), can spawn off of both players and enemy monsters. The neat thing about energy font is if you're standing outside of it he will rush inside and still dish damage to the enemies.
Overall, a pretty rad option for an ability that only accepts Controller ATO and Immobilize IOs. Overpowering Presence IO provides a generous Spawn and gives Recharge, about the only things worthwhile slotting.
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Yeah but leaders get the added benefits of Merit Rewards for completed arcs in addition to unlocking certain contacts? I can understand how all the mindless council radio mission chains wouldn't notice though!
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You can use Dimension Shift as a way to safely pull a group of monsters and keep momentum going for your team if it relies on a lot of "planting". Basically use it like Wormhole but they run toward your team when you drop the shift and position yourself near your team. In fact, I found this to be less risky than Wormhole in the events a grouping is too high/big to transport via Wormhole or they have massive aggro range that would drop you in seconds if you let them.
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For monsters, sure. Increase their level of difficulty. 😄
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Resurrection!
I recall stumbling upon this post ages ago with intent to eventually build my Gravity/Time Controller. Whelp, I finally put forth the effort to respec out of the nonsense I was at the time holding to follow this build-path. (Teleport? Hover? Teleport Friend? Fire Ball? Consume? Fire Shield? What was I thinking...!?)
Quite honestly, I love it. I never bothered with Mystic Flight before but I managed to make it fit with my theme while also realizing how amazing Spirit Ward and Rune of Protection are in addition to my other tools of support with time and control. Force Feedback is one of my favorite IO's available so it definitely caught my eye seeing it put into use.
Sometimes people ask what the "skip-able" powers are in Gravity or Time. If you ask me, there are none. Thank you for not shying away from any of the tools to fit in another bogus soft-capped defense oriented build.
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18 hours ago, seaborndan said:
Would love to see an Assault Rifle/Plant Manipulation build, if anyone gets some spare moments.
Like. What would the theme of that even be? A hobbit with modern solutions? 😂
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Edit: I'm sorry, the topic was specific about Peacebringers but the same issues and concepts proposed below are still applicable to both Kheldians.
I love how versatile they are. Unfortunately that versatility comes at a huge disadvantage when it comes to slotting capabilities. They're great for leveling early-mid game but once you start reaching toward the end-game content they start to falloff and feel clunky unless you pick a role or cycle through all three.
Ability Customization:
- (Warshade) Please adjust the Warshade Dark Extraction pet to be colorized with their ability sets. This alone has discouraged me from playing my Warshade at all post ability acquisition.
- (Warshade) Please allow a minimal effect option on Shadow Cloak. It's the same dilemma as Dark Armor stealth as it completely obscures your costume.
- (Peacebringer) Please change Cosmic Flight to match Hover's flight stance. It's awkward seeing your character slowly move horizontally during combat.
Nova & Dwarf - Abilities & Slotting:
(I'm just theory-crafting here. We all understand the troubles of slotting a Kheldian...)
I would suggest removing the Nova and Dwarf specific abilities to simply use the in-line abilities to help ease the troubles of slotting and reducing redundancy. Unfortunately that would take away the unique aspect of having these abilities immediately available unless they were altered and unlocked in later levels. The shape-shifting would then be fancy alternate form buffs with some ability locks attached to them. While at the same time removing the clunkiness of needing to stance-dance to perform cheap tricks like double Warshade Mires. Another issue to consider would be how the Dwarf attacks and taunt would need to be added into the lines. I mean, there is no access to Epic/Patron abilities so I suppose they could just merely be thrown into the lines.
Example)
At least this way the progression toward end-game makes the forms a gradual reward while leaving human form in-tact of being able to perform any ability at will. These abilities will share a recharge across forms. Additionally you may now access a few more abilities while shape-shifted. This will allow a more rounded, complete cycle of playing under form effects without feeling pressured to constantly switch during engagements.
Dark Nova - Using Dark Nova now requires you to unlock RANGED abilities that can be used in this form. While in Nova form you may experience heightened damage, recharge and recovery rate while also under penalty of being squishier.
(1) Shadow Bolt (Single)
(1) Ebon Eye (Single)
(6) Shadow Blast (Single)
(8) Starless Step (Foe Teleport)
(12) Dark Detonation (AoE)
(26) Gravitic Emanation (Cone)
(26) Urchain Essence (Dead, AoE)
(32) Quasar (PBAoE) - Because squishy squid. Why not?
Black Dwarf - Using Black Dwarf now requires you to unlock MELEE/Short-ranged abilities that can be used in this form. While in this form you may experienced heightened defense.
(X) Brawl
(X) Ancillary Power Pool Melees
(X) Melee 1
(X) Melee 2
(X) Taunt
(2) Gravimetric Snare (Short-ranged Root)
(12) Sunless Mire (PBAoE)
(18) Essence Drain (Ranged Lifesteal)
(18) Gravity Well (Ranged Hold)
(22) Stygian Circle (PBAoE)
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3 hours ago, Vanden said:
If that was possible, it could work. But if they're going to stitch together a whole new animation sequence, I think the animation you see the unwilling subjects of Circle of Thorns rituals using would be better. That also has the victim floating helplessly above the ground, but they don't turn upside-down, so it wouldn't be weird they always land on their feet.
The Seers in one of the Praetoria zones (the one with the Seed of Hamidon) do this as well. Honestly I'd vote to have Telekinses remove the repel effect and merely hold the target in place after X distance rather than perpetually floating away. However that animation might look more like Darth Vader's choke.
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1 hour ago, Giovanni Valia said:
2020-03-01 16-25-02-1.mkv 2.61 MB · 4 downloads
Short video attached with the animation for Soul Storm.
Oh! That's that sick looking Ghost Widow spell! I want!
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What's soul storm look like again?
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While leveling my Energy/Radiation Blaster I had a TON of fun playing with Phase Shift. It allows me to perform risky initiations with Super Nova then immediately fade for 5-20 seconds until it feels safe again. It's a fun trade-off instead of maintaining high damage without carrying active defense toggles and sets.
I would also consider dropping abilities with long animations Breath of Fire, Fire Sword Circle) as they generally jeopardize precious moments you spend animation locked when having a cycle of recharge-efficient abilities would be more viable. Why not use Burn..?
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Honestly, Singularity is the most reliable pet out there.
- You can effectively chain-CC monsters a lot easier since it has access to Holds/Roots, thereby reducing your need to (re)apply CC.
- Impact is also a highly valuable factor Singularity applies for big damage.
- KnockBACK aspect can be used as a safety tactic, especially in tight CoT halls. Feeling overwhelmed? Run through Singularity and/or stand near it and it will protect you.
- KnockDOWN for scenarios previously described above with slotting capabilities.
- It's kinda Tanky. Being unhealable takes a slight burden off while he has high regeneration and is buffable.
- Highly CC-Immune. In rare instances this aspect has saved me when I was CC'd and Singularity is dishing out attacks.
- Intangible. Doesn't block doors for you and your team.
Gosh. I'll never forget the day when you could summon multiple pets. I recall teaming with a Gravity Controller that consistently had 2-3 Singularities and he just had everything on lockdown like a god.
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I too would be interested in a build. I have a 50 Staff/Dark Scrapper I haven't touched in awhile because I never bothered to build it.
HIGHLY recommend Theft of the Essence Proc +Endu slotted in Dark Regeneration as soon as possible. It takes care of a lot of the Endurance issues this line has.
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My main gripe with Teleport and Super Jump is that they require me to actively mash keys to use them. I can't type or walk away for a second or else I'll end up at an odd location or I'm physically exhausted from having to constantly press the keys during moments I'd like to idly move across a map. So I always opt for Super Speed, Fly, or P2W Ninja Run&Sprint.
I wish the Teleport mechanics worked like one from the Gravity Pool in Dragon's Nest. It's like a super-speed flying where you phase out, zoom across a direct line as though you were flying VERY quickly, and phase in at your new location. It's less abrupt in transitions.
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Here is an idea:
Instead just merely allow your Costume Customization to use any of the weapon models while still keeping the abilities intact.
Ex) A War Mace Tanker models is mace to be something other than a mace - a Sword. Although he appears to be wielding a sword, he is still performing War Mace line skills.
I'm sorry but I love the War Mace skill line and don't want it revamped, just buffed.
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Assuming you're Team-oriented and not Soloing:
With Illusion/Darkness you have plenty of access to Stealth. For leveling purposes, Super Speed + Shadow Fall are enough to sneak through most missions as long as you constantly move, meaning you won't need Superior Invisibility so early. I recommend picking Superior Invisibility up later just to carry Luck of the Gambler for Recharging, even then I personally have little use for it until I run into enemies with extremely high perception. Pick up Group Stealth (facilitates ghosting) and Fade as they provide Defense.
Pick up Flash AND Howling Twilight. Alternate between these two abilities on engagements. Tar Patch is also a major contribution to large crowd control this kit has to offer so place it as much as possible. Assemble Team Teleport and Recall Friend are very useful for your mission ghosting and for when you need to reposition bodies to setup your Howling Twilight resurrections.
All of the Pets are useful. You definitely want to maximize your cooldowns and use Phantom Army to initiate fights so as they obtain all of the Aggro attention. Throw in Procs for giggles (Such as Knockdown) and they become incredible bullies for your leveling process. Spectral Terror will be your fastest recharging Pet and I find it useful to drop Procs on him as well.
Skip Black Hole. If this power was a Toggle (So it could be strategically applied and removed like Dimension Shift) then it could hold some value but in it's current state - it's a frustrating time sink. I once had it for a day or two before ultimately respecing out. As the previous poster mentioned above, Soul Absorption is a great tool.
Once you're 50, you'll feel like a Support - Mastermind with all the Pets, and it's a damn good feeling because you're pets certainly aren't squishy alongside your Heals, Debuffs, and Defense.
Must Haves:
Hasten
Blind
Deceive
Twilight Grasp
Tar Patch
Howling Twilight
Shadow Fall
Fade
Phantom Army
(I mean, why would you pick this combination and not want a pet army?)
Spectral Terror
Phantasm
Dark Servant
On average, I could have 7 pets out. With Procs, Lores, and Temporary Summons, I could have 10+ Pets running around.
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It might be overkill because I'm a nub at building and just threw things together over time. I'm running an Illusion/Darkness Controller I absolutely adore playing with permanent Phantom Army and amazing Support/CC potential.
Global Bonuses:
- 70% Hasten
- 10% (x4) Ultimate Improved Recharge Time Bonus (Apocalypse, Unbreakable Constraint, Absolute Amazement, Coercive Persuasion)
- 8.75% Gargantuan Improved Recharge Time Bonus (Will of the Controller)
- 5.0% Moderate Improved Recharge Time Bonus (Dampened Spirits)
- 7.50% (x4) Luck of the Gambler
Phantom Army
- 53% Invention: Recharge Reduction +5
- 44.5% Invention: Recharge Reduction +1
- 42.4% Invention: Recharge Reduction +0
- 26.5% Soulbound Allegiance
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On 9/5/2019 at 4:10 PM, Uun said:
From the I22 patch notes:
Impact! introduced: Enemies attacked with Lift or Propel will have bonus damage applied if the enemy has been recently held by Gravity Distortion (regardless of who cast Gravity Distortion).
This is an interesting note because I never receive Impact damage when my Singularity is the one that casted the Hold.
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If anything. a Vacuum effect would be fun and OP.
Imagine you're Darth Vader choking your opponent and hovering him toward you as he snags a few friends on the way.
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And color tintability and option of a lava and crystal form...
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I was reading the comments about "Burn" having a fear component. Why is that? I guess ONLY the Brute/Tank variant doesn't have it?
Quotehttps://paragonwiki.com/wiki/Fiery_Aura
Burn was changed in Issue 18. The Fear component was removed, an initial damage hit was added, and the tick rate of DoT damage was decreased.
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I've noticed this too. Prior to the last few days the transparency of "Stealth" was not as invisible as it appeared in the screenshot. It also had a slight glowing color-tintable aura. It's been kinda gamebreaking because you can no longer visually differentiate between Stealth and Invisible and you can't see your character...
Gravity Control Suggestions
in Suggestions & Feedback
Posted
I have been playing my Gravity Controller a lot lately, brainstorming and irked by little things this line does. I believe these small changes will make some of their capabilities seem more logical considering what these abilities currently do and don't do.
Propel
In this ability's current state it applies knockback to not only the target but also surrounding enemies. However, the surrounding enemies do not receive any damage. The effect is quite odd to witness a launched projectile that sends enemies flying but not applying damage.
My suggestion for Propel is for additional foes within the threat area to now receive reduced damage that can be influenced by the Impact modifier.
Gravity Distortion Field
It's essentially an AoE of Gravity Distortion, the single Hold. In it's current state this ability does not apply the Imapct debuff. It also does not contain the -Fly debuff.
Simply put, I request this ability to apply impact to all effected targets.
-Fly, Wormhole, and Falling Damage:
Several abilities within the Gravity line apply a -Fly effect that can immediately ground airborne targets. This is a rather graceful decent for something that should be abrupt and impactful such as when a player applies Crushing Field on a fleet of Sky Raiders. Even without applying -Fly, using Wormwhole to teleport enemies into an aerial location only applies a negligible amount of falling damage.
I have several suggestions for this unique scenario:
1) Alter the scales of falling damage so it has more detrimental effects on gameplay for both players and enemy NPCs.
2) Impacted targets suffer additional damage when grounded.
3) A single knockdown when the target reaches the ground.
4) Apply a unique debuff from the gravity line that alters the scales of falling damage. Which... is basically impact.
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I imagine having these three changes would allow Gravity users to perform unique combinations to dish out extra damage.
Scenario 1 with changes:
With enemies clumped together under the application of Gravity Distortion Field granting the Impact debuff, a user could hurl out Propels to chunk out more damage on not just one target but several. Such as Impact across 5 enemies, 1 takes full damage and the rest might take (let's just say) 30% from the radius Propel itself but the damage has been increased due to Impact modification.
Scenario 2
A user applies Gravity Distortion Field on a platoon of Sky Raiders. They aren't falling (yet) however at least you have them all locked under the Impact debuff. The next immediate ability is Crushing Field which immediately grounds enemies, chucks out critical falling impact damage, and knocks them down.