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Dan Petro

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Everything posted by Dan Petro

  1. Like what was said, for PvE no never. For PvP post i13 changes the devs did start to look at animation times as a balancing factor for power damage. Most recently they balanced proc rates around cycle time (recharge + cast time). So they were moving in the right direction at least. But you still have powers like blaze doing 132.6 base damage with a 1 second cast or Cosmic burst doing 132.6 dmg with a 2.07 cast or Shout doing the same 132.6 with a 2.67 cast.
  2. Don't forget that having a TW/Bio/Pyre built right brings some crazy debuff potential to the team as well. -20% achillies proc -20% fury of the gladiator proc -10% melt armor, -10% from evolving armor in offensive mode, -10% from rend armor. A scrapper/DPS class that is stacking -70% resistance on a hard target is a massive boon to a team. (STJ/Bio/Pyre can hit those levels as well) Shield is probably a very distant second or third place to bio (in teams) and solo it is probably third with /Fire scrappers pulling in the number two spot thanks to the interaction with Burn/Crit strikes proc.
  3. As a balancing rule of thumb, damage is generally tied to the recharge time of a power. More recharge = more damage. This isn't universally true as some powers like Will Domination from psy blast and Abyssal Gaze from Dark do much less than you'd expect, but generally that is how damage is determined. @12 second recharge a power should be doing 2.28 scale damage. (which is what fast snipes do on test atm). Their special to hit mechanic is allowing them to break this rule and do up to 2.76. If you were to increase the recharge of the power to 15, 16, 18 or 20 seconds you could get closer and closer back to that scale 3.56 damage (with to hit bonus). But I believe one of the people working on powers said that a QoL pass on dominator secondaries is something being looked at. So these snipe changes may be an incomplete change to a larger picture where dom's lose some strength in one power, but gain a better overall secondary in the process.
  4. An excellent time and strong performance; nice job! Did you happen to do any times without the hybrid toggle on? No worries if not. Thanks! And sadly I did not.
  5. 1 Minute 23 seconds on my PvE softcapped to all Ice/Fire blaster. (I.E. not built for max pylon times or max ST DPS). 589 DPS with no lore pets. I recorded 4 runs, will upload the fastest (ranged from I think 1:32 to 1:23 so pretty close) Attack chain is Burn when up. Blizzard when up. Then BiB/Freeze Ray /Fire Sword when those powers are down. Aim and BU weaved in as they come up, but apparently only have them slotted for 1 recharge .
  6. Would you mind posting your attack chain? I did crack 300 DPS on live, and that was without Reactive Interface and with less recharge, but with Lightning Field with a Fury of the Gladiator proc in it. In theory, /Elec should be capable of higher ST DPS than /EM. Of course, I haven't played around with the new snipes at all. Elec should def be higher DPS. I just use blaze/blazing bolt / energy punch as my attack chain. I took a video that is around 1:53 - 1:55 to kill the pylon. I'll try to upload it either tomorrow or sunday. *edit* NVM, it uploaded pretty fast. I feel like if I had ageless i'd smooth the attack chain out some, but I just have rebirth atm since energize gets rid of end issues.
  7. Damage types tend to matter much less now as most things that apply resists (most epic res shields, tough etc) apply resistance to all. Some melee sets still have specific damage types but for ranged character damage type generally does not matter.
  8. I had my Fire/EM blaster up to 1:54 time which comes out to 458 DPS. It isn't built strictly for pylons or anything like that but an all around PvE Build that is softcapped to just about everything defensively. The reason you will generally see times beating blasters is the amount of -res some of these sets can stack. A TW/Bio/Pyre can get -10% from TW, -10% from Bio, -10% from Pyre, -20% from Achilles and -20% from fury of the gladiator. 70% resistance debuff, largely weaved into an attack chain is just nutty. Combine that with proper slotting of the critical strikes ATO and nothing is going to get close.
  9. Funny you should mention this, because over the years this was not the first attempt at making snipes more useful, and triggering fast snipe based on range was one of the first things attempted. It was also the most universally detested. Runner goes away, suddenly the snipe cast time changes without notice. Someone knocks something out of fast range, the same. To make things worse, the game has no way to base the ring highlight on target attributes, so its not possible to light up the ring to let the caster know he is close enough for a fast snipe, other than to try. Well said. As somebody who played a blaster for a good while back on live servers, snipes always used to be a pain in the ass in various situations that you had no control over. This change is rather awesome and I hope it goes live. People who are against it obviously have no idea what a brute can do right now in comparison to this AT. And scrappers with average primaries and no external buffs out here listening to people talk about how good brutes are and how OP blasters might be. You strike Warhulk with your Eagles Claw for 1144.16 points of smashing damage! You stun Warhulk with your Eagles Claw! You deal Warhulk a critical blow with your Eagles Claw for an additional 1144.16 points of smashing damage! You burn Warhulk with your Fiery Embrace for 447.71 bonus points of fire damage! You blast Warhulk for 158.11 points of bonus negative energy damage! You blast Warhulk for 107.44 points of bonus negative energy damage!
  10. +HP is generally your first priority on a vast majority of builds. The few exceptions are those with dull pain powers you can keep up almost perma with the DR on recharge. You generally want to cap your HP on all 1606 HP cap characters. From there, you generally want mag 41 - 46 KB protection if you are playing a set that lacks a KB resistance toggle (most melee sets have this and don't require KB protection). After that you are looking for +recharge but usually somewhere in the 60-95% recharge because DR is a thing and after a certain point more recharge just doesn't matter (unlike PvE). With your attacks you want at least 60-70% accuracy and as close to ED cap as possible with damage. For attacks with recharges longer than 10-12 seconds you want as many damage procs as you can fit. (4 ideally) With attacks having a recharge time of 8 seconds or lower, you can still use them [late] in your chain, but they are better served as set bonus mules since you won't get many bonuses out of attacks with 4 damage procs slotted. In order to have ED capped damage in these attacks, you will generally want an alpha slot that boosts damage (musculature / intuition) After that it depends on the build. Building + damage can be valuable on stalkers and blasters that generally have the build freedom to chase it. Having 40-50% passively from bonuses / assault/ hybrid passive is something I generally aim for. For support characters (emps and pains) where you will be focusing on healing others you want to stack +healing bonuses. +Range is pretty useful on characters not using boost range, or those without a snipe giving them the 50% range boost for 10 seconds. But it is usually something you just get from PvP IO bonuses rather than focusing on it. The only thing you'll generally be slotting for range are emp and pain single target heals. Pool powers are generally super jump / super speed / leadership (for tactics) and then some kind of "phase" power phase shift or hibernate. Travel power slotting is important as you want to be as fast as possible. 2 Slotting hurdle on blasting sets is never a bad idea if you don't want to plant everywhere. *edit* as rule of thumb if you have a regular self heal go phase shift, if you don't have a way to refill your HP bar regularly and if you plan on playing without support or dueling on builds with no self sustain, hibernate is the go to option.
  11. The big problem with bio is it is a set that functions better the more mobs you are around. It has some great healing/regen potential when you are saturated with mobs. In PvP that just doesn't happen. You can get a bit of regen and the massive absorb shield but your other two clicks require you to be in melee range of something and are based around the idea that they can scale up when surrounded. The sentinel version does have just a straight up heal that is decently potent, but the absorb over time toggles that sets like regen get are just insanely strong atm.
  12. The scaling resist proc gives 3% res to all for one slot, up to 10% res to all at lower HP thresholds. On resistance characters it is generally worth the slot. This was my ultra durable Inv/SS tank. Above 45% def to S/L/F/C/N/Eng with 1 foe in range. 56% Eng/Eng 80% Fire/Cold and 70% toxic/psi resistance. When you toggle on your hybrid slot you are almost hard capped to F/C/Tox/Psi with 1 foe in range. Double absorb proc in KoB gives you just over 1000 HP absorb shield on top of your 3500 HP so foes have to get through defense, resists and absorb before they ever touch your health. And just for a bit of overkill -21% damage from Darkest Night (along with a 12% to hit debuff to prevent any kind of cascade failures). 3 Seconds off of perma hasten for recharge to keep that offense cranking out. I'd probably run Ageless for solo, Rebirth for teams as far as a destiny goes. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Invulnerability Secondary Power Set: Super Strength Power Pool: Fighting Power Pool: Speed Power Pool: Leaping Power Pool: Leadership Ancillary Pool: Soul Mastery Hero Profile: Level 1: Temp Invulnerability -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(3), ImpArm-EndRdx/Rchg(3), ImpArm-ResPsi(5), ImpArm-ResDam(11), ImpArm-ResDam/EndRdx/Rchg(15) Level 1: Jab -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(43), SprBlsCol-Acc/Dmg/EndRdx(45), SprBlsCol-Acc/Dmg/Rchg(45), SprBlsCol-Acc/Dmg(45), SprBlsCol-Dmg/EndRdx/Acc/Rchg(46) Level 2: Dull Pain -- Prv-Heal(A), Prv-Heal/EndRdx(9), Prv-EndRdx/Rchg(40), Prv-Heal/Rchg(42), Prv-Heal/Rchg/EndRdx(43), Prv-Absorb%(43) Level 4: Haymaker -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/EndRdx/Rchg(5), SprMghoft-Acc/Dmg/Rchg(7), SprMghoft-Acc/Dmg/EndRdx/Rchg(7), SprMghoft-Rchg/Res%(9) Level 6: Boxing -- Empty(A) Level 8: Unyielding -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam/Rchg(11), ImpArm-EndRdx/Rchg(13), ImpArm-ResDam/EndRdx/Rchg(13), ImpArm-ResDam(17), ImpArm-ResPsi(17) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(37) Level 12: Super Speed -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(48) Level 14: Resist Energies -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(15), RctArm-ResDam/Rchg(21), Ags-Psi/Status(27), ImpArm-ResPsi(34) Level 16: Combat Jumping -- LucoftheG-Rchg+(A) Level 18: Invincibility -- LucoftheG-Rchg+(A), ShlWal-Def/EndRdx/Rchg(19), ShlWal-ResDam/Re TP(23), ShlWal-Def/EndRdx(23), ShlWal-Def(25) Level 20: Knockout Blow -- SprGntFis-Acc/Dmg(A), SprGntFis-Acc/Dmg/Rchg(21), SprGntFis-Rchg/+Absorb(25), SprGntFis-Dmg/EndRdx/Rchg(27), SprGntFis-Acc/Dmg/EndRdx/Rchg(31), SprEnt-Rchg/AbsorbProc(33) Level 22: Resist Elements -- StdPrt-ResDam/Def+(A) Level 24: Tough -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(31), RctArm-ResDam/EndRdx/Rchg(31), ImpArm-ResPsi(42) Level 26: Tough Hide -- LucoftheG-Rchg+(A), LucoftheG-Def(50) Level 28: Rage -- RctRtc-ToHit/Rchg(A), RctRtc-Pcptn(29) Level 30: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(33), LucoftheG-Def/EndRdx/Rchg(33) Level 32: Taunt -- PrfZng-Taunt/Rchg(A) Level 35: Gloom -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(36), SprWntBit-Acc/Dmg/EndRdx(36), SprWntBit-Acc/Dmg/Rchg(36), SprWntBit-Dmg/EndRdx/Acc/Rchg(37), SprWntBit-Rchg/SlowProc(37) Level 38: Foot Stomp -- Arm-Dmg(A), Arm-Dmg/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Acc/Rchg(39), Arm-Dmg/EndRdx(40), Arm-Dam%(40) Level 41: Dark Obliteration -- Rgn-Dmg(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(46), Rgn-Knock%(46), Rgn-Acc/Rchg(48), Rgn-Dmg/EndRdx(48) Level 44: Darkest Night -- HO:Enzym(A) Level 47: Maneuvers -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(50), Rct-ResDam%(50) Level 49: Unstoppable -- GldArm-3defTpProc(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet 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 -- Mrc-Rcvry+(A), Pnc-Heal/+End(19), NmnCnv-Heal(34), NmnCnv-Regen/Rcvry+(34) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(29) Level 50: Agility Radial Paragon Level 0: The Atlas Medallion Level 0: Task Force Commander Level 0: Portal Jockey Level 0: Freedom Phalanx Reserve Level 50: Rebirth Radial Epiphany Level 50: Melee Core Embodiment ------------
  13. WP doesn't really bring much to the table for brutes. No active sustain unless you are standing next to someone for long periods of time and even then it is just weaker than other options out there.
  14. If no one is harassing you, the extra damage buff from Bio is nice on stalkers. If someone is harassing you, you'll be thankful you went EA instead. On tanks you run around with like 5300 hit points to chew through with another 1000 point absorb shield built into your attack chain every 12 seconds.
  15. What more do you honestly want? Doms, Corrs, Stalkers, Blasters, Defenders, a few controllers all have very strong builds in PvP from 1 v 1's to 8 v 8's. As the Banana man posted above, Brutes and Tanks fill a role, it isn't an exciting one but they still have a place. Veats still mess with stalkers and have some disruption with web nades. Masterminds will always be annoying for people who fight into them. People still enjoy fightclub where 2 melee slug it out so scrappers, brutes and tanks have their own little world of PvP. What is left? Khelds not really bringing much to PvP? where can I find some of these build about what makes a good dom, mastermind, corr, defender for pvp? I never really got much into it and still am clueless what to build for with any of these. I used to play around with my Trick arrows arrows defender in RV and had fun especially with a team. Dom's - For spike teams in larger matches Earth/Fire for Mez Spikes Mind/Fire or Mind/Energy. Masterminds - For 1 v 1's, Whatever (usually thugs) / Thermal Poison or Nature are all really strong. Defenders - Nature/Ice Rad/Ice Poison/Dark Therm/Ice Emp/Water just to name a few.
  16. I really think this change is the best of both worlds. 2.28 scale with a 12 second recharge essentially follows the traditional damage formula (as it mirrors Bitter Ice blast). Snipes are still special as you can directly increase the scale from 2.28 to 2.76 with additional to hit values. Defenders corrs and blasters all tend to have access to a pile of to hit. I'd still lean towards Dom's getting at the least a 2.5 scale attack with a 15 second recharge and allowing it to scale up to a 3.0 scale attack with to hit buffs. Maybe even take it as far as 16-18 as they are the only ranged AT currently really losing damage off the snipe changes. More fluid attack chain yes, but like some of the blaster secondary sets (Martial Eagles Claw 18 second recharge vs. Golden Dragonflies' 12) you tend to want your higher tier attacks to have more recharge / damage because you have so much to cycle as it is. Things like corrs/defenders tend to lay out 1 or 3 powers, then go to town blasting. Things like scrappers/brutes/stalkers/tanks tend to activate 1-3 click mitigation powers over the course of a fight and go to town hacking and slashing. Blasters and Dominators are pretty unique in that they are always firing an attack of some type that fits the situation presented to them. AoE. ST, Ranged, Melee, ST CC, AoE CC, etc. From that nature, they can generally afford some longer recharges on damage powers.
  17. I'm just going to put this out there. If you are trusting the math of someone who puts dark blast ahead of ice blast for single target damage, you are going to be in for a bad time. Dark blast has exactly 0 follow up attacks to its snipe that get anywhere near breaking 100 Damage per animation second. (Gloom with ~ 66 is painfully average). Unless you are cycling a 129 DPA/S moonbeam every other attack you aren't going to get even close to Ice's single target damage which can cycle an 133 DPA/S BiB and a 125 DPA/S Freeze Ray. Even at something like ~400 % recharge the cycle time for dark's fast snipe is nearly 4 seconds (3.79) so you are going to need more fillers than gloom to make a ranged chain. *edit* Also that spreadsheet that was linked is riddled with errors. I think I caught 4 or 5 with a cursory glance .
  18. Don't quote me on this. But I believe debuffs from psuedo pets can self stack. I.e Sleet, shots from two different acid mortars, freezing rain (and maybe something I'm missing) but you specifically need to summon a second instance of those things. They don't self stack from an individual cast.
  19. Dan Petro

    PvP Bugs

    This isn't so much for subjective things like changing the way mez works or getting DR. Just current bugs and outliers in the game. Today's edition - Mez Durations Blaster / Secondary Atomic Manipulation - Electron Shackles base 2.38 seconds should be 2.0 Positron Cell Base 4.77 Seconds, should be 2.0. Temporal - Time Wall 2.4 Second Immob, should be 2.0 Aging Touch - 2.4 Second hold, should be 2.0 Blaster epic pools (For some reason hero epics have longer duration than villain epics on many of their mez effects) Cold Mastery - Flash Freeze 2.4 second sleep, should be 2.0 Electrical Mastery - Shocking bolt 2.38 seconds, should be 2.0 EM Pulse - 2.38 seconds, should be 2.0 Fire Mastery - Char 2.38 seconds, should be 2.0 Munitions Mastery - Sleep grenade 2.38 seconds, should be 2.0 Controller Primary Darkness Control - Dark Grasp 7.45 seconds should be 4.0 Earth Control - Salt Crystals 7.5 seconds, should be 4.0 Electric Control - Static Field 4.25 seconds, should be 4.0 Controller Secondary Darkness affinity - Black Hole 0.6 Seconds, should be 8 seconds (in line with two other cage powers maybe slightly less as it is an aoe?) Storm Summoning - Gale KB mag can self stack on server tics allowing for much higher than intended KB mag. *EDIT* Mallex brought this to my attention, but it seems what the real issue is here is that there is a PvE flag missing from gale and that one is not suppressing so you are getting double the intended mag. Time Manipulation - Time stop 3.73 seconds, should be 4.0. This could be a result of the interaction with time crawl though that I believe increases hold duration. Controller Epics Fire Mastery Rise of the Phoenix - 2.0 Seconds should be 4.0. Stone Mastery - Seismic Smash 7.45 seconds, should be 4.0 Defender Primary Poison - Paralytic Poison 4 seconds, should be 2.0 Storm Summoning - Gale - KB can self stack on server tics allowing for greater than intended magnitude. Temporal Manipulation - Time stop 2.98 seconds, should be 2.0 Defender Secondary Assault Rifle - Beanbag 0.3 seconds, should be 2.0 Defender Epic Dark mastery - Soul Transfer 3 second stun, 4 second Immob - should be 2.0 and 2.0. Electric Mastery - Electric Fence 2.98 sec immob, should be 2.0 seconds Scrapper Primary Dark Melee - Midnight Grasp 2.4 Second Immob, should be 2.0 Electric Melee - Many attacks here have a 0.3 second chance to sleep on them. Possibly intended for the short duration, though Kinetic Melee has several low tier attacks that act similar with the full 2.0 second stun duration. Lightning Clap - 0.3 Second Stun, should be 2.0 Seconds Thunder Strike - 0.3 Second stun, should be 2.0 seconds Martial Arts - Thunder Kick 2.38 second stun, should be 2.0 Cobra Strike, 2.38 should be 2.0 Crippling Axe Kick 2.4 sec immob, should be 2.0 Eagles Claw - 2.4 sec stun, should be 2.0 Spines - Impale 2.4 sec immob, should be 2.0 Warmace Whirling Mace - 5.0 second stun, should be 2.0 *note* for street justice, see the same values as Tanker Secondaries below, missed this one somehow. Scrapper Secondary Dark Armor Soul Transfer 2.4 second stun, 4 second immob. Should be 2/2 Oppressive Gloom, 2.4 sec stun, should be 2.0 Scrapper Epics Weapon Mastery / Web Grenade 2.4 second immob should be 2.0 Tanker Primary Dark Armor - Oppressive Gloom 2.4 sec stun, should be 2.0 Soul Transfer 2.4 second stun, should be 2.0 Tanker Secondary Electric Melee Lightning Clap 0.3 Second stun, should be 2.0 seconds Thunder Strike 0.3 second stun, should be 2.0 seconds Energy Melee - Barrage 2.4 second stun, should be 2.0 seconds. Martial arts : Thunder Kick 2.4 sec, should be 2.0 Cobra Strike 2.4 seconds, should be 2.0 Crippling Axe Kick 2.4 sec, should be 2.0 Eagles Claw 2.4 Sec, should be 2.0 Psionic Melee Greater Psi Blade 0.3 sec hold, should be 2.0 Spines Impale 2.4 second hold, should be 2.0 Street Justice - Initial Strike 2.4 Sec stun, should be 2.0 Sweeping cross - 2.4 sec stun, should be 2.0 Crushing uppercut 2.4 Second hold/stun should be 2.0 Warmace Whirling Mace 5.0 seconds stun, should be 2.0 Tanker Epics Arctic Mastery Chilblain 2.4 Second Immob, should be 2.0 Earth Mastery Stone Prison, 2.4 sec, should be 2.0 Salt Crystals 2.4 Sec sleep, should be 2.0 Pyre Mastery Ring of Fire 2.4 second immob, should be 2.0 WARSHADES Inky Aspect - 8.05 second stun!?!?@! Should be 2.0 seconds Brute Primaries Not bugged, but Electric Melee actually has proper duration here as a point of reference if you have made it this far. Energy Melee - Bone Smasher 6 second stun, should be 2.0 Seconds Martial Arts - See Scrappers/Tanks Same 2.4 vs. 2.0 on the same powers. Spines Impale 4.8 second immob?! Should be 2.0 Street Justice - See Tanker and Scrapper Values, same issues. Brute Epics Arctic Mastery Chilblain 2.4 Sec Immob, should be 2.0 Earth Mastery Stone Prison / Salt Crystals 2.4 sec mez, should be 2.0 Pyre Mastery Ring of Fire 2.4 sec, should be 2.0 Corruptor Primary Archery Stunning shot 4 second Stun, should be 2.0 (Defender version is 2.0 also) Beam Rifle - Lancer shot 4 second stun, should be 2.0 Psychic Blast Will Domination 4 second sleep, should be 2.0 seconds Scramble Thoughts 4 Seconds stun, should be 2.0 seconds Corruptor Secondary Dark Miasma Petrifying Gaze 2.4 Seconds, should be 2.0 Radiation Emission Choking Cloud - 4.8 second hold, should be 2.0 Time Manipulation Time Stop 4.8 Second hold, should be 2.0 Trick Arrow EMP Arrow 0 second hold, should be 2.0 Corruptor Epics Dark Mastery Soul Transfer 2.4 second stun, should be 2.0 sec Electricity Mastery Electric Fence, 2.4 sec immob, should be 2.0 Dominator Primary Dark Control Dark Grasp - 5.96 hold, should be 4.0 seconds. Earth Control - Volcanic Gasses 2.0 second hold, should be 4.0 Dominator Secondary Dark Assault Midnight Grasp 2.0 Second Immob, should be 4.0 Earth Assault Mud Pots - 2.23 second Immob, should be 4.0? Radioactive Assault Atom Smasher 2.0 Second stun, should be 4.0 Devastating Blow 2.0 Second Stun, should be 4.0 Dominator Epic Primal Forces Mastery Energy Transfer 2 Second stun, should be 4.0? Mastermind Secondary Storm Summoning, Lightning Clap 2.98 seconds should be 2.0 Time Manipulation, Time stop 4.8 seconds, should be 2.0 Mastermind Epics Chill Mastery Flash Freeze 2.4 Second Sleep, should be 2.0 Field Mastery - Explosive blast 4 second stun, should be 2.0 Stalker Primary Note here, Martial arts here uses the proper 2.0 duration on attacks. Same with Spines/Impale. Street Justice - Initial strike 2.4 Second stun, should be 2.0 Sweeping Cross 2.4 second stun, should be 2.0 Stalker Secondary Dark Armor Soul Transfer 2.4 second stun, should be 2.0 Stalker Epics Blaze Mastery Ring of Fire 2.4 Second Immob, should be 2.0 Weapon Mastery, Web Grenade 2.4 Second Immob, should be 2.0 Banespider Primary Bash 6.705 second stun, should be 2.0. Pulverize 6.705 second stun, should be 2.0 *edit to add Sentinels* Didn't have complete CoD stuff here so might be a few things missing. Sentinels Primary Beam Rifle Lancer shot 4.0 second stun, should be 2 seconds. Overcharge 4.0 second stun, should be 2 seconds Dark Blast Abyssal Gaze 2.4 second hold, should be 2.0 seconds Fire - Blazing Blast 0.6 second hold? Should be 2.0 seconds maybe? Sentinel Secondary Dark Armor Soul Transfer 2.4 second stun, should be 2.0 Sentinel Epics Dark Mastery - Netherworld Tentacles 4 second immob, should be 2.0 seconds Netherworld Grasp 4.8 second hold, should be 2.0 seconds Electric Mastery Chain Fences, 4.0 second immob, should be 2.0 seconds Mace Mastery - Pulverize 6.0 second stun, should be 2.0 Moo Mastery - Thunder strike 4.0 second stun, should be 2.0 Psionic Mastery - Mass Hypnosis 4.0 second sleep, should be 2.0 Dominate - 4.0 second hold, should be 2.0 Psychic Shockwave - 4.0 Second stun, should be 2.0
  20. This is more of a question than a suggestion, but is there a reason why dominators have a 12 second snipe and blasters have a 15 second? Dominators traditionally have slightly longer recharge in exchange for more base damage on many of their attacks (from what I had always assumed was a lack of consistent access to +damage powers.) Power burst being 14 seconds vs. 10. Blaze being 12 sec vs. 10 Though I guess this isn't universally true with BiB having 12 second base recharge on both blasters and doms. Dom snipes at 16-18 seconds seems like they'd still rotate faster(as they are currently) but keep the trend in many (but not all) secondaries going. Other changes look great though, and devices buffs in 2019? What kind of madness is this. Taser getting energy punch stats? Web grenade being a tier 1 immob with damage like most other sets? Looks pretty solid.
  21. I cannot comment on the Snipe changes because they're not my thing, but I did make the IO set, so that one's on me. An interesting point is that during the closed beta, PVPers were all about the fast snipe, but in the open beta here, PVPers are all about the slow snipe. Either different meta or different tastes, interesting either way. The set started explicitly just for the "Fast Snipe" IO, with the other pieces having no interrupt reduction because they would be completely wasted if you slotted the Fast Snipe enhancement. This was actually the exact same complaint I got for Sudden Acceleration, where most of the enhancements add +Knockback just for the KB2KD to take it all away. Slotting it and not the proc will leave you with the power's default interrupt time, which is indeed terrible. But adding interrupt time would take enhancement values out of other aspects, which leaves to the problem that Sudden Acceleration has, where only the KB2KD proc is slotted because the other pieces are in direct conflict with it. The range bonus is 5% specifically because it was requested to be anything other than 7.5% because "that's so easy to get already" . The rest of the PVP bonuses were honestly picked to fit the "pair" with the PVE one, health/regen, damage/accuracy, endurance/recovery with the last one going for Recharge as that's where most of the other PVP sets put it. They are not set in stone; this is a beta. The accuracy bonus is 7% in every other PVP IO set, which were taken as a template. However since this particular set is getting a lower range tier, giving it a higher accuracy tier would be a fine tradeoff. The health bonus is in line with Gladiator's Strike at 3 slots, but now I see Gladiator's Javelin has 1.88% also in the third slot, so that's an easy tweak. The recharge bonus is on the sixth slot in nearly all of the PVP sets, the exceptions being Gladiator's Net and Panacea which aren't damage sets. But swapping it to the fifth slot would not be a big deal. Gladiator's Net also has 3% Recovery as a sixth slot bonus so that seems in-line. Hey Leo, hopefully I can provide some perspective here. 8 or 9 times out of 10 in PvP you are going to want to be able to just use your snipe as a fast snipe attack to supplement your attack chain and the changes suggested allow for that pretty easy as you just use it as your second attack rather than your first. Making snipes work closer to AS I feel like actually works better for PvP than the to hit buff ones because it allows you the opportunity to use both on demand if you can get in and out of combat. (I'd really suggest lower the timer to 8 seconds or whatever stalker hide is. 8 Seconds as well I think?) With the set bonuses, I think the only big thing (the values are honestly fine as they mirror other PvP sets as you said) but add some interrupt values on some of the IO's as that is what you are really going to want. The 6 piece bonus is useless in the current meta of PvP (where damage procs are kings) but that isn't an issue with the set at all. That all being said, I do appreciate whoever did the changes did have PvP in the back of their mind at some point when making them. I know there aren't a lot of us (PvP'ers) but always happy to it given consideration with these kind of changes. :) Short version is : The Proc probably isn't going to be all that useful as there will be greater strength in the chance for a choice of slow snipe vs. fast snipe. These changes are better for snipes as before, solo you could only hit it inside either aim or BU windows (or when you had veng or outside buffs or personal buffs in some cases like nature) with the way to hit dr's in PvP.
  22. You are pretty wrong about ice being bottom tier. Freeze ray is a 125 damage per animation/second attack and BiB is 133 DPA/S. Instant snipe for 1.33 cast powers (energy snipe/zapp/moonbeam/proton volley) are a 129 DPA attack and those respective sets don't have a follow up power that is anywhere near 100 DPA/S. In fact most other sets are closer to 60-65 DPA/S on their attacks. Sets with a 1.67 cast snipe (archery/Fire) are a bit weaker @ around 100 DPA/S with those attacks not including fire dots, but fire still has blaze at a beefy 132.6 DPA w/o Dots and as high as 170 with them. The only set that really comes out ahead is Psi as it has a 1 second fast cast snipe (which is being nerfed) as it was a 172.6 DPA/S attack and had a follow up with TK blast being 122.6 DPA/S. Realistically, for primaries ice came in third behind Fire and Psy but decently far ahead of Dark, Energy, Rad, Elec, Archery, etc when it came to perma snipe.
  23. While we are looking at the snipes can we take a look at the PvP damage values for the fast cast versions? They are kind of breaking the damage formula in that they are under tuned. Enough time was given between attacks to reset any defiance bonuses and 3 yellows were popped to hit instant snipe without aim/BU. Blaster Values : HIT Hot Dogger! Your Blazing Bolt power had a 95.00% chance to hit, you rolled a 42.31. Your Blazing Bolt helps you focus your abilities on your target, increasing your range for a short time! Your Blazing Bolt snipes Hot Dogger for 151.64 points of fire damage! Hot Dogger takes 53.89 points of bonus toxic damage! You hit Hot Dogger for 80.44 points of bonus Toxic damage! Your Blazing Bolt continues to burn Hot Dogger for 20.39 points of fire damage! Your Blazing Bolt continues to burn Hot Dogger for 20.39 points of fire damage! Your Blazing Bolt continues to burn Hot Dogger for 20.39 points of fire damage! Your Blazing Bolt continues to burn Hot Dogger for 20.39 points of fire damage! Blazing Bolt is recharged. HIT Hot Dogger! Your Flares power had a 95.00% chance to hit, you rolled a 18.60. Your Flares burns Hot Dogger for 137.47 points of fire damage! Your Flares continues to burn Hot Dogger for 28.24 points of fire damage! HIT Hot Dogger! Your Fire Blast power had a 95.00% chance to hit, you rolled a 63.80. Your Fire Blast burns Hot Dogger for 200.21 points of fire damage! Your Fire Blast continues to burn Hot Dogger for 14.12 points of fire damage! Your Fire Blast continues to burn Hot Dogger for 14.12 points of fire damage! Your Fire Blast continues to burn Hot Dogger for 14.12 points of fire damage! Fire Blast is recharged. Your Fire Blast continues to burn Hot Dogger for 14.12 points of fire damage! Blazing bolt is doing 152 damage in this instance with a 1.67 animation. Flares is doing a guaranteed 165.7 damage (as for some reason it gets its fire dot 100% of 1 tic instead of 80% of 4-5 tics like other powers). And fire blast, with the same 1.67 animation is doing 200 damage. I'm pretty sure this is the case with other instant snipes on blasters, but if anyone else wants to test that'd be great.
  24. I believe my SG Blaster Free since '93 might be able to field 8 players.
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