Jump to content
Hotmail and Outlook are blocking most of our emails at the moment. Please use an alternative provider when registering if possible until the issue is resolved.

Novacat

Members
  • Posts

    278
  • Joined

  • Last visited

Everything posted by Novacat

  1. Novacat

    Top 3?

    You could... but I don't take T2s for most blast sets in the first place. ENA can slot a bunch of procs too, and ESD as well.
  2. Novacat

    Top 3?

    Primaries: 1) Beam Rifle: Though lacking a 'standard' Radial, Overcharge makes up in part for that. A fine grab-bag of effects with an excellent T3 for pairs or lines of three in Piercing Beam. 2) Water Blast: Though sans-nuke Water has powerful AoE with plenty of soft control. Pair it with some solid blaps to shore up the ST deficiencies and you've got one hell of a package. 3) Fire Blast: The old, tried tested and true classic. When your friends all have control sets and you're really only there for genocide. Simple, straightforward, effective Fire Blast. Secondaries: 1) Tactical Arrow: A powerful suite of self-buffs (including even a bit of mobility) for anyone who wants to stay away from the action. Packed with goodies and a good T1 to help the lack of blap. 2) Atomic Manipulation: The other end of the spectrum. Brutal in your face abilities with a top-class Sustain and one of them 'screw you' toggles. If you don't know what to pick, try this beast. 3) Devices (new and improved): More of a soloing kit, Devices carries wonderful utilities before and in battle, and hey even a cruddy pet's a decent addition to any arsenal. BR/TA: My main for a long time. No need to get in close so perfect if you want to hover-blast. You've got mobility, you've got recharge, you've got defense and accuracy, and a tool-kit to make all sorts of fun things with. Ice Arrow may be skippable for this combo: you'd need a second hold from epics or you'll have nothing to stack with. Water/Atomic: They're slowed, they're on the floor, and everyone in that whirlpool that's not a held and dying minion suffering from Beta Decay... is getting positron-fisted to death while wondering where that geyser exploded from.
  3. Body Armor - all of Munitions actually - has been in a terrible spot for a long time. The Sustains and change to toggles both sank Body Armor's value further over time as well. A small HP buff could work; several examples of auto-power armors are easily found on the Spiders: the Bane armor in particular offers 7.5% to all damage (crab doesn't get psi there) and a bit of extra HP. It also gives a solid base of Mez protection magnitude. If Body Armor offered even half of those numbers, it would be very much worth taking a look at.
  4. The range bonus from using a snipe for roughly the base recharge time of it makes ranged nukes a bit more attractive. Beam/Tactical-Arrow is a good set of ranged abilities and self-buffs, and while it lacks a regular radial, it has full range on the nuke. So even unslotted, opening with a slow snipe from 120ft immediately allows Overcharge to be your followup, probably with Piercing Beam aimed so as to kill or damage and -res at least three things. Range bonuses from the ATO (among others) will increase this effective range as well.
  5. A real *upgrade* for slot usage, would be UP. turn all those knockdowns into ups.
  6. Early on not as well as the melees. There's just no getting around the fact that the melee ATs all do as much or nearly as much damage with multiple times the survivability. Your slows and other soft controls lose most of their effect against those targets too so you can't expect the AT to be recharging 2/3 as quickly like the normal things you web grenade. With full IOs and incarnate gear, you'll eventually be able to. Your advantages are generally better suited to taking on large crowds, but you can also keep yourself at a bit of altitude if you take Hover, and can thus at least avoid some of the nastier melee attacks. Some sets, like Beam Rifle or Temporal Manipulation (among others) will also offer a bit of -regen, something that adds up rather nicely over time in such long fights.
  7. It's not just LRM. Body Armor was already by far the worst of all the epic pool armors back when being an auto-power that won't toggle-off the moment anything hits you with anything of any magnitude ever meant something. Back when your endurance was in the dumps from no IOs or Sustains if you held some toggles. Now, it's not only the lowest (on average less than half the values) of any of the epic resistances, it's also covering one or two TYPES less than the others as well: Body Armor: Resist 8.75% S/L Dark Embrace: Resist 19.25% S/L, 10.5% Negative/Toxic Frozen Armor: Defense 10.5% S/L, Resist Fire 7% Cold 21% Charged Armor (both sets): Resist 19.25% S/L/Energy Fire Shield: Resist 19.25% S/L, 14% Fire, 7% Cold Temp Invulnerability: Resist 21% S/L Shark Skin: Resist 19.25% S/L/Cold Scorpion Shield: Defense 10.5% S/L 7% Energy, Resist 12.25% Toxic So even Temp Invulnerability, which also has just Smash/Lethal and which no one takes because no one takes Force, is 2.4x as effective. Meanwhile Charged Armor offers 2.2x the resistance, but also applies it to Energy - another common lategame damage type.
  8. It's written right at the top. You're a terrible parent.
  9. Or you can 4-slot Sting and 2-slot Experienced Marksman for +5% range to everything. A little bit of interrupt reduction found in both those sets will bring the long snipe time down a fair bit anyways. Snipes make a great opener nowadays since the +50% range buff loaded onto them will affect your cones, ranged nukes, balls and all the other stuff. Just from firing off Snipe at a boss first (while it's charging up pick a target better suited to your cone angle) without any enhancements or anything, with nothing slotted at all anywhere, you'd still turn your Full Auto into a 120ft affair.
  10. Archery: "generic" set style with slightly better accuracy across the board and fast recharge especially on the nuke. A decent grab-bag of the usual: T1-3 attacks, a cone, a radial, a stun, a snipe... often no secondary special effect though since its special is higher base acc. Beam: Is based around Disintegrate: a heavy DoT and light-DoT debuff (which can spread) of the same name. It offers a series of special effects (including a bit of -regen and -res) or bonus damage to things affected by this debuff. Greatly rewards both spreading disintegrate, teaming with other beam users (as everyone benefits from everybody's disints) and good positioning for my favorite Piercing Beam Dark: some surprising amount of defense thanks to the nonstop piling up of -ToHit on everything you have in there. No radials but Cone Heaven. Offers more immobilize, Gloom's one of the better T2s due to being a DoT, and the set has some health draining plus is capable of some serious proccery with Abyssal Gaze as well. All three can and will serve you quite well, so it's more about which one feels more fun really.
  11. Note my edit too as that'll affect your arrows (TA's basic immobilize starter is full 80ft range too which is rather handy considering our Defiance options) and cone lengths. Moonbeam means a 120ft umbral torrent right behind it!
  12. Tactical Arrow is the pure ranged secondary. All others have an offering of melee or point-blank attacks, though that's not to say they're not either a nasty way of punishing what DOES get close (and things do eventually get close once in a while) or to *prevent* them from closing in in the first place (like trip mines and caltrops). If you skip such non-ranged attacks at worst it makes it easier to stack some pool powers (you'll be wanting tough/weave and maneuvers probably anyways). For the primaries, Archery, Assault Rifle, Beam Rifle, Ice Blast and Water Blast are all fully ranged including their nukes; Electrical's got a ranged nuke but does have Short circuit in the pile of regular powers (it has no cone though plenty of electric cones in the epic/patron pools to choose from), while the rest have PBAoEs as their Tier 9 (though those are hideously powerful). Other notes: Beam Rifle and Dark Blast have no standard Radial AoE. However Beam's Overcharge (nuke) is ranged, and Dark Blast has long range cones (including an 80ft base one) to compensate Ice, Pistols, Sonic and Water have no snipe: Snipes are much more useful than they were back in the days of live, so this loss is worth noting. That said, each of those sets has some serious capabilities to compensate. (Edit: One thing I should point out especially if you don't take /energy: Snipes now give a 50% range boost for 10s which means you can easily follow up at long range if you use it as your opener. A slow one makes for a hell of a hit, especially when by the time the non-instant-projectile ones hit you've already also got your range-buffed nuke going off) My main's a Beam/TacArrow, and while the lack of a 'fireball' basic equivalent does annoy a bit, the fully ranged Overcharge and the ever-handy Piercing Beam do make up for that loss rather well.
  13. Do not sabotage your perfomance and build for a few more % of ranged defense. It's not too costly by taking the usual suite of powers, global IOs and your ATOs to get into the low 30s. But going from there to a perma the softcap can involve kneecaping yourself, paying for those extra 1.83% or whatevers with the power and utility of things you actually do and make use of. Remember that when you really need it you'll have Barrier, inspirations, temporary powers or buffs from teammates, all to bring you into the magic numbers. Touch of the Beyond (which was not a Sustain before they were introduced in i24) now offers twice as much Recovery for a minute as Stamina (though auto) does, and 2.8125x the Regen gained from Health, with another 2.8125x unenhanceable on top of it. That's a lot of survivability to gain. A single 50 EndMod gives nearly an extra Stamina worth of recovery to Touch of the Beyond alone (a +4 in that slot is worth 25.44% recovery alone) A single Heal Mod gives the damage proc, an extra 47.7% Regen(if unenhanced) So with 4 slots you could use healing, accurate healing and/or endmod sets to 2pc yourself significant bonuses while also slipping in a proc or global bonus (and a 2pc bonus obviously). That still leaves two for doing the same out of a to-hit debuff, accurate to-hit debuff, or fear set.
  14. ESD's technically non-damage (doesn't slot it and only damages freak/bot types) as well. It would tick Needs Range, Needs Accuracy, and EndMod is a main feature. While it has no -recovery component to stall drain on its own it does pack a -55% base drain, higher than either Short Circuit or Power Sink's (though again without a -recovery component that's of questionable usage)
  15. Is there anything that needs 60%+ accuracy bonus AND the accuracy bonuses from IO sets AND the acc or to-hit bonuses from powers like tactics and other buffs? I know plenty of powers that can use a ton of +range just to match the rangebands of the rest of their own sets,... but other than Heart of Darkness (60%) which is entirely unrelated to EndMod... Just the two triple-pieces (Acc/Endmod/Endredux and Acc/endmod/recharge) would already be enough to turn a 75% power into 114.8% before any other buffs or bonuses anywhere which you're bound to get a few of. With Range/Recharge at the top instead, that would put those 70ft powers back where they belong. Some 60% bases like ESD Arrow on Blasters would probably still not reach 100% anyways from the current Preemptive Optimization since they only get to 104% with a triple and two doubles, so it's overkill on others and still not enough for those.
  16. A suggestion if I may: There's already fire damage in the Blaster ATO and plenty of negative/smashing/lethal to go around, but I don't think there's a cold damage proc anywhere?
  17. While End Reducers pretty much come naturally with IO set slotting, don't forget that Touch of the Beyond's supposed to be your sustain there. It's a 60s buff to regen and recovery, and those are the main counter to blaster endurance issues (especially an AoE loving set like Water). If you use the Radial Core for Musculature, combined with at least one full-fledged Endmod, it'll take a real load off your back. It's also not a bad idea to have a full Healmod in there for the regen. Touch of Nictus' proc and healmod aren't a bad pair for the healing side, while the new Endmod sets currently in beta are going to be a very nice addition to a power like this one even if you're just frankenslotting two or three pieces out of it.
  18. If it's any consolation the sword attacks aren't wonderful. As you say, Choking Powder's not bad, though very short ranged. And as you say, Shinobi's value compared to targeting drone... Hell even with stealth if we compare Shinobi + Kujin'Toh to TD and Field Operative, Ninja's losing out big time. Unless I guess you're dealing with a psychic damaging fear spell, maybe. Immobilizing Dart: Truly an insult; not only does it have less than half the damage of its contemporaries, it also has a longer cast time! The mild -recharge/spd doesn't make up for this any more than a stronger such effect did on the old Web Grenade. Sting of the Wasp: Sad. Pretty much all alternatives in other sets hit harder and many hit faster too, often with stronger secondary effects. Lotus Drops: Very basic, lethal and -def. This is marginally more damaging than Martial's Dragon's Tail (Burst of Speed's an incredible alternative though), but slightly slower to cast and doesn't have knockdown. End of Time hits harder still though casts a little slower (with additional conditional damage and types atop it), and does -regen. Faster recharge and a tiny bit bigger radius as well IIRC. Atom Smasher's a lot slower to come out but it does hit harder, recharges faster, stuns, and still does more -def than Lotus does. Smoke Flash: would be alright were it not such a short duration, and if not for the complete lack of set compatibility or -hit component. It's not even that great as a placate since it's not like you can crit Blinding Powder: it's ... okay. Range is very short and the magnitudes are just 2, so it could still use a bit of love. Golden Dragonfly: A tiny cone that sometimes maybe will let you get two in a line if they're basically-stacked, for the kind of damage and secondary effects you'd expect from something secondaries offer at level 2-10 at the latest. At this point you should probably just grab Cross Punch along with Tough and Weave; it won't hit quite as hard even with both boxing and kick, but a far more debilitating and a wider cone at least. You'd think there'd at least be exploding poison shuriken and teleports or something.
  19. Bane's problem is the ranged attacks it gains leave you purely as a wolf-spider. That leaves you with just the gun, which can be a bit visually and audibly underwhelming. Also for some reason they have a 10ft penalty (because screw us that's why) out of nowhere. Bash isn't particularly bad - it's better than Pummel, but by the time it's available, since it's through a level 24 respec, you've also got Pulverize, Shatter and Bayonet available Mace Beam is a 2s cast time for 55.61 with knockback. Single Shot may be Lethal of the same damage but it's done in 0.9 and Burst hits even harder in a beautiful 1s cast Mace Beam Blast is trash. 2s cast time for 36.7 and some knockback. Radius is also 10, which is a flaw in the Frag Grenade but the Frag does just under twice the damage of this thing without the range penalty, weaker knockback that you probably won't need to slot against if you'd do so otherwise, and a faster casting time And it gets worse, because both of these have a Patron pool equivalent which hits harder (and disruptor's got a wider radius), although their recharge time is slower due to being from the pool. Mace Beam Volley Suffers the same problem as Blast, this time as a cone, though thankfully not overshadowed by a mace cone... well, not a mace one on a VEAT anyways... Poisonous Ray Never got the range treatment. It's 40ft like all the other old heavy blasts used to be, and is a little bit weaker to boot than those equivalents and Crowd Control, well it's not bad but you're not really a melee specialist so you're less likely to get to even swing at two guys at a time compared to murdering a single with Shatter. Web Cocoon is very Meh: it would be alright as a "toxic web grenade" but instead of damage it gets a hold... problem is you don't get any other holds to stack it with at all. So basically you're in it for the cloak, build up, and for critical hits with Pulverize or Shatter. The armor's really good, but compared to getting even higher resists and an energy summon? Nearly everything else the Bane has, the Crab already has as well, or nearly as good (bayonet's not that much worse than pulverize, though pulverize IS better, for example) since they're wolf spider attacks.
  20. Elec's problem is similar to Elec (the primary): end drain just doesn't mean much. So without the draining that leaves its quality as a blapping set. The Sustain's not bad for a clicky, but if I'm going to punch and hold things why not just use atomic or something?
  21. Now I wanna see what happens if I frankenslot all my AoEs for that 5% range buff...
  22. For the Toxic Darts, maybe a few alternative animations to select from would help - or at least the needle be tintable Same with the Vial: I don't dislike the flask but some characters a canister like Smoke Grenade's might look better? Corrosive Vial feels like it's just lacking a little oomph still because of the small area (it's an area attack so it already has access to a -res, the -def basically does nothing later).
  23. I rather liked the Range components, although it's true not all that many powers would find any use for it without accuracy also. Could it have gone half and half perhaps? Range/Recharge, with the two accuracy being in the triples maybe? Some obvious recipients for having ranged buffs in the set would be the electric cones so many patron pools offer. Static Discharge and friends would definitely want some of that, though it's true they also need *a bit* of accuracy too (not much though, many ATs that get those powers have some hit or acc gained from elsewhere)
  24. Bio Armor may be an example of the way forward then? Where it has adaptation and its 3 toggles, here the Nova and Dwarf forms would be significantly more powerful damage/tanking modes that do lock out *some* powers (or just greatly diminish them) but heavily alter what they're focused on. Maybe if you don't already have the unlocked powers, switching form gives you a temporary basic form of them, using the same mechanics that the new travel powers offer things like Jaunt. Then it'll just need something for soloing (Defenders got that for THEIR inherent eventually). Well, maybe the VEATS too, that training's a pretty tiny and non-playstyle-affecting affair compared to all the modern inherents.
  25. Modelwise things like IDF Heavy Troopers already have some equipment that would be a wonderful fit for this. LRM also needs to not be the frankengun (or whatever rifle you've chosen). Same with Wolf Spider gear; different animations (a little flurry of missiles instead of the grenades, there's already 'gas' ones too, different sound and weapon options for the gun attacks) in the costume/power-animation would also be a breath of fresh air.
×
×
  • Create New...