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csr

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Everything posted by csr

  1. Any +ToHit (up to 22%) ups the DS.
  2. I think Superior Invisibility should be clearly better than either Stealth or Invisibility, not just the inferior of those two powers (Invisibility). What's the rule of thumb on APP powers? 75% as good as set powers or some such? If SI's defense is comparable to Stealth's (they both provide 2.25%+2.25% suppressing on my beta test Controller), then it's costing more endurance to provide 200' stealth instead of 35'. That seems pretty massive, but in practice it means little. Stealth plus an IO gives 65'. Which means the only things that would see someone with that combo but not someone with SI are Turrets, GMs and Snipers. That's pretty mediocre, especially given that the set with SI also has a 60' team stealth power that isn't an exclusive toggle. I'll reiterate the desire to see SI be a non-exclusive toggle that can be used with Controller secondary powers such as Shadow Fall and Steamy Mist or to provide some sort of movement buff.
  3. Only ToHit, It ups the base Damage Scale of the fast snipe, which is then modified by the Damage Enhancement slotted.
  4. I still don't like that the power is ringed most of the time. It should be ringed for the special use, which is now slow snipe. Yeah, cottage rule, but you changed Propel physics, so consider this now "broken" too.
  5. I'm not crazy about these changes. Skewer and Impale got major buffs, while the under-performing T9 got a minor one and the T1 remains awful. Impale is clearly superior to Thorn Barrage. It does better DPA, comparable D/cycle, and has -SPD/Fly/Jump and Immob to go with the high -Def (-22.5%!) and Toxic DoT. Skewer is now one of the highest DPA powers in the game. And with the change Thorn Barrage remains a dubious power choice. I'd like to see TB go to 16s recharge and Impale come down to 10 and Skewer to 7 to spread the buffage more evenly. On a side note, the -Def in this set remains questionably strong. It's comparable to Radiation Blast on a Defender; and Defenders are debuff specialists. Also it's a tertiary effect on the powers, behind the base damage and Toxic DoT.
  6. The clarification regarding Unkindness' Blood Frenzy usage is missing from here. Also, the description for the power still includes "While exhausted you cannot gain Bloody Frenzy" and makes no mention of it adding a stack.
  7. It appears very close to the 2.92 ST damage if you apply the 2.8 multiplier only to the AoE portion. It also hits 16 targets. Still, it really should have gotten the 2.53s animation buff that Total Focus and Tremor got. The issues most people I know have with it are the animation time and the combination of weak AoE damage coupled with KB so that it barely scratches foes and then scatters them. It's just not an attractive power to those of us who love ST DPA (where it sucks), powerful burst AoE damage (which it doesn't even come close to providing) and despise KB because we like our foes packed 200 to a dumpster. Personally, my /Elect Dom is Earth, so I can fix the KB, but it still simply takes too long on a class that has better things to do than casting a 3.3s mostly ST attack that requires setup not to scatter the spawn I'm trying to control. EDIT: Whooppsss, got caught up in TS and didn't respond to what I meant to. As far as I can tell the only change to Electricity Assault was the snipe change to Zapp.
  8. And presumably Superior Invisibility will do both? Heck, it may even be justified in having a small movement speed buff.
  9. Re Stealth Changes: Stealth and Invisibility are now too much alike. Invisibility is better in every way save E/s and the need to take Stealth or, far more likely now, Grant Invisibility. Balanced against those the 55' stealth instead of 35', -100% Threat and triple strength suppressing Def seem about right. So it's not that they're imbalanced, it's just that Stealth seems to be useful only as a set mule or as an option for those who only want to invest one choice in Concealment. One thought is to make Grant Invisibility into "Conceal" (or whatever) and make it function as it does on friendlies and act as a single target Placate on foes. That makes it a little more interesting choice for those interested in Invisibility. Making stealth toggles non-exclusive with other stealth toggles would make Stealth a more interesting choices for those intending to take more than one power from the Concealment pool. Though perhaps a slight nerf to Invisibility's Defense would be in order in that case. Also, making Invisibility suppress aggro generating toggles until you are in combat would be a nice QoL addition.
  10. Bio Armor has Inexhaustible that you can take at level 1 that is +25% Rec, then Adaptation at 6 that allows Efficiency mode reducing END cost, DNA Siphon at 18 which siphons END and boosts Rec off foes (defeated or not), and lastly Parasitic Aura at 32 which gives a large +Rec boost. The last two are click PBAoEs. Electric Armor has Energize at 12 and Power Sink at 26. Energize is roughly the equivalent of an extra EndRdx in all powers (+59.6% EndRdx with a 120s recharge and 30s up time). Power Sink is an END siphon. Fiery Aura has Consume at 8. Basic END siphon. Ice Armor has Energy Absorption at 26. END siphon/Def buff/Slow Res. Radiation Armor has Gamma Boost at 1 (scaling +Rec that is stronger the higher your health), Radiation Therapy at 8 (weak END siphon as secondary effect), and Meltdown at 32 (meh click power with over-long recharge). Shield Defense has One with the Shield at 32 (another meh ultimate def that grants +30% Rec with 1/3rd up time). Willpower has Quick Recovery at 20 and Strength of Will at 32. The latter is another mediocre ultimate with 40% up time (neither it, nor One with the Shield are affected by recharge). So... I'd break tanker sets into four tiers for END use: 1) Bio Armor 2) Radiation Armor, Willpower, Electric Armor 3) Ice Armor, Fiery Aura 4) Everything else
  11. For PvP yes, PvE no.
  12. Not a good build to Exemp with due to the late attacks and reliance on set bonuses and Alpha slot to make everything work. Very strong defenses late game with Meltdown and Shadow Meld. Spring Attack may be a waste with that much Recharge, as the slots might be better off in Radiation Therapy, Gamma Boost, Proton Armor and/or Maneuvers. If you aren't going to Ex much, then losing the 2nd slot in Hasten won't hurt you any. If you are going to Ex, you should re-arrange your attacks to get more earlier in the build. And you could move all the extra procs in CJ to Hide to facilitate that.
  13. Here's a quick L27 build to give you some ideas. It's a fairly costly build for L27 (buy recipes instead of enhancements for the common sets if you can, then it's not so bad). I have alternative slotting in the second slotting for powers with sets in them (shift-RClick to switch). In each case the attacks have 1 Acc, 1 EndRdx and 1 Dam except for Hemorrhage, which has a Rech instead of EndRdx, as it saves you END simply by being used more often. I also put a 4th slot in Shred for an Achilles' Heel proc, which can shorten fights and save END that way (I estimate that it will help more than the P-Shifter during the fight, though the latter will catch up in between fights), and a Rech in Assassin's Frenzy for more frequent use as a hard hitter (though it does hurt END use, just forgo using it when you're having issues, but what we're really looking for is Dam/End to shorten fights). The three toggles aren't that costly, so I put just one EndRdx in each, with the other 2 slots for Res. That will hopefully lessen Dark Regen use, since it's an END hog. Also, I used both Numina's and Miracle specials. If you don't want to fork over the INF for those then move the extra slot in Health, perhaps to Dark Regen for a Heal to once again lower frequency of use. In this build I consider Hasten and Placate the best to lose for travel powers if you want such in the build. Villain Plan by Mids' Villain Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 49 Magic Stalker Primary Power Set: Savage Melee Secondary Power Set: Dark Armor Power Pool: Speed Villain Profile: Level 1: Savage Strike -- FcsSmt-Acc/Dmg(A), FcsSmt-Acc/EndRdx/Rchg(3), FcsSmt-Dmg/EndRdx(13) Level 1: Hide -- DefBuff-I(A) Level 2: Shred -- ClvBlo-Acc/Dmg(A), ClvBlo-Acc/Rchg(3), ClvBlo-Dmg/EndRdx(9), AchHee-ResDeb%(25) Level 4: Maiming Slash -- FcsSmt-Acc/Dmg(A), FcsSmt-Dmg/EndRdx(5), FcsSmt-Acc/EndRdx/Rchg(13) Level 6: Assassin's Frenzy -- FcsSmt-Acc/Dmg(A), FcsSmt-Acc/Dmg/Rchg(7), FcsSmt-Dmg/EndRdx(7), FcsSmt-Acc/EndRdx/Rchg(23) Level 8: Build Up -- RechRdx-I(A), RechRdx-I(17) Level 10: Dark Embrace -- StdPrt-ResKB(A), StdPrt-ResDam/EndRdx(11), StdPrt-ResDam/Def+(11) Level 12: Placate -- RechRdx-I(A) Level 14: Murky Cloud -- RctArm-ResDam/EndRdx(A), RctArm-ResDam/EndRdx/Rchg(15), RctArm-ResDam(15) Level 16: Obsidian Shield -- EndRdx-I(A) Level 18: Rending Flurry -- ClvBlo-Acc/Dmg(A), ClvBlo-Dmg/EndRdx(19), ClvBlo-Acc/Rchg(19) Level 20: Dark Regeneration -- Acc-I(A), RechRdx-I(21), EndRdx-I(21), EndRdx-I(23) Level 22: Shadow Dweller -- DefBuff-I(A) Level 24: Hasten -- RechRdx-I(A), RechRdx-I(25) Level 26: Hemorrhage -- Acc-I(A), RechRdx-I(27), Dmg-I(27) Level 28: [Empty] Level 30: [Empty] Level 32: [Empty] Level 35: [Empty] Level 38: [Empty] Level 41: [Empty] Level 44: [Empty] Level 47: [Empty] Level 49: [Empty] Level 1: Assassination Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Mrc-Rcvry+(17) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), EndMod-I(5), EndMod-I(9) Level 1: Blood Frenzy ------------ | Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;998;471;942;HEX;| |78DA9553514EDB4010DDB51D2021819084248482801F22101114FA8D8000524524A| |4A8A8FD8A56B0040BC78E6CABA2FC718ADEA22768AB7208E014B4DCC08C3C4F0E92| |BFBA92F5D66FDF9BD9198F3B37EDFC8FE3BB5D210B078E0A825E3754CEB5F6331DD| |5B7CF4D416B9C9E06E85E473B5AB7BAEAABEA6B7E498EDAFA52BB816EB5957FDDDB| |F3079E2F72A79EE7B4BA43AD2F2AF1F6F066A87D7BA0DD5085B6E71662F2C8EE5F8| |5B6DBCFE32D747510940E87F6796BDF51B7944705A1F6BFD5E922ABF4FC6A0AACC8| |109F08162C617C66CC9F316E660965AC116291B9DF4D502232A5039FC7383160ACD| |F1B42942DF193B4267298C86121761EB91E489341BC0C34635F80D056A17D6C7223| |492BC7D7992B02B7E8AE59BEAB91ADCB98CB558135C627F24FB25F4CC2F79E7C05F| |80A8BAC9B5A06AE30EE90661A7D985E66DF1F8A3583DA66D08712EA2FA11F1FC857| |8EBB1599E5067315E4AD204E15B84DDA59E49845AF57A8D81AEAADC15707DE53FE3| |9E49F43EC06CE1A0B8CD1FFAC792B1988E8DD682FE228622DC56CA698AD14B39D62| |7652CC498A39B59211133266B2C56490A2E71C9DA25172830BFD37E2A43CE38F56F| |C28E321FCFB56DF64FDCB8833E4771AD60A0DE6128678E94DF3F46AF20744AF50F8| |D0C5| |-------------------------------------------------------------------|
  14. Assassin's Frenzy has about 14 E/s cost out of the box. The more you use it, the worse your E/s will be. Savage Leap is also brutal on END use. So until you can get IOed out it is important to build an attack chain where AF and SL are lead off and bonus use powers rather than a standard part of the attack chain. On the other hand, Hemorrhage has a very low E/s cost (so pour slots into it ASAP to get it recharged faster if you have END issues). Shred is also a decent E/s attack.
  15. That error message is misleading. It only means the particular /boost command is unknown, not that /boost in general is unknown.
  16. Yeah, that's true. I added a preceding dot for clarity just in case it helps even one person. As a programmer, I see the missing dot and my mind says "bug". :D
  17. I'm pretty sure the max is still 5 of a given bonus.
  18. It uses a lot of END and takes no sets.
  19. Great add on. A very minor point, relative path names begin with a dot. So it should be .\data\texts\English\menus (for Microsoft, forward slashes for everyone else). On another note... it's hard to believe the "cacophony" and "convalescence" typos are still in there after all this time.
  20. If it affects foes it detoggles. AAO does a -Dmg debuff to foes. So, WAI.
  21. Is Blazing Bolt (sic)? It's supposed to do Repel, which that proc wont change. [EDIT:] Yep, KB and Repel. I'm not sure it's worth it since you'll still get that Mag 8 Repel. The KB does scale up to 3.32 at level 50 though. So maybe. I'm having the same quandary with regards to Hurricane.
  22. I didn't try it, as the math on it in Flares told me that just what you describe would be the case. Even with the Superior proc.
  23. That's a bug? I thought this was how it was supposed to work. That's how it works Live now (where both have DS 2.76), but not with the new version. As stated clearly in the Patch Notes non-Epic Snipes are supposed to have a DS of 2.28 in "fast" mode and 4.5 in "slow" mode. Here's the relevant section of the Notes:
  24. As stated in the title, Dominator's Dark Assault/Moonbeam appears to be using the slow Snipe damage scale when executed as a fast Snipe.
  25. I tested Dom Snipes using SO builds to get a better balance idea, as most of the complaints on the boards I've seen imply high +Recharge IO builds suffering. I used a /Elect at level 22 and a /Dark at level 40. (1) BUG! Moonbeam does the same damage as a "slow" Snipe as it does as a "fast" Snipe. So that sort of spoiled the testing there. It appears to be the Slow Snipe Damage Scale. (2) "Fast" Moonbeam's cast is quite fast, nearly instant, whereas Zapp's seems slower than the listed 1.33s. I didn't use demorecord to come up with numbers as I don't have the time to spend to re-learn how to use it. My general take is that the "fast" Snipe is useful in an attack chain, especially if you want to be pure ranged. However, the "slow" Snipe doesn't hit hard enough to be worth the extra time; given that Dominators have plenty of tools to deal with especially dangerous Minions and Lts that are better than the Snipe. So the Snipe is just a long range pull tool, and for that the fast Snipe could do the same job without the extra 2 seconds. The Snipes feel like a failed gimmick on Doms to me, especially since most of them don't come until level 35, when pulling for a Dom is far less important than earlier in the game when the AoE controls are weaker. It's now just a solid attack power with exceptional range that you don't want to use lead-off as it wastes time and you have better lead-off powers (AoE controls or even ST Confuses).
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