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Keen

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Everything posted by Keen

  1. It may look like Crushing Blow animates faster, but activation times are not that much different from other powers: Crushing Blow: 2s Defensive Sweep: 2.2s Rend Armor: 2.3s Titan Sweep: 2.43s Arc of Destruction: 2.7s While every other power lands the hit at the end of the activation time, Crushing Blow is the only exception where it lands the hit (and activates Momentum) in the middle of activation time. The result is a rather long recovery animation after the hit lands, which cannot be cancelled into other attacks, wasting Momentum time. It also breaks chain fluidity. When the activation time matches the "time to hit", it creates the visual impression of hits being "cancelled" into each other, which adds fluidity to the attacks (a prominent feature from fighting games). The way Crushing Blow behaves now is inconsistent with the rest of the powers.
  2. Every opener (with the exception of Crushing Blow) applies Momentum right when the activation ends, allowing the next attack to be activated roughly at the same time Momentum begins. With Crushing Blow, there's a noticeable delay between the time the Momentum buff is applied, and the next attack is activated. This makes the Momentum window shorter when using Crushing Blow as an opener. This affects all ATs.
  3. I'm game. Now to find 46 other people...
  4. When buffs are resistable, say your build has resistance to Regeneration debuffs. Then when you get a Regeneration BUFF, that buff will be incorrectly diminished by your debuff resistances. When debuffs are unresistable, it generally means they can be way too powerful in some scenarios, like against AVs or monsters that naturally resist them.
  5. In Mids, click View Totals button, then a new window will pop up, click the last tab and "Debuff Resistances" will be there. "Recharge" is what you need to look at.
  6. The build looks good and yes, I'd plug that slow resist to above 90%. If you place the winter set (Blistering Cold, 5-slot, skip Acc/Dam) in Barrage, you get a bit more melee def and 15% slow resist, taking the total to 95% which should be good. You'll lose a bit of MaxHP but having near immunity to slows is worth it. I'd also improve the slotting in Radiation Therapy. Since it's your only heal, you want it to heal as much as possible and also recharge as fast as possible. You don't need to worry about accuracy slotting in it as the Healing component doesn't require enemies, so you can heal yourself even when there are no enemies in range. Edit: you might also want better slotting in Taunt. Aim for Taunt duration first, then Recharge. If your Taunt is weak, you might lose aggro to other leaguemates unintentionally taunting Hami (it happens once in a while). 4 slots are more than enough if you can fit a set in there. Perfect Zinger is great for its 5% recharge bonus.
  7. /Dark is only the "best" due to Siphon Life (self-heal). But certain armor sets (Rad Armor being one of them) don't need to rely on that heal. Also with the exception of green mitos dealing toxic damage (which we can resist), all other mitos and Hami deal Special damage which bypasses all defenses and resistances, so the choice for /Katana was not at all about defense. My choice for it was purely cosmetic (the taunt looks good). Bottom line being, with Rad Armor, you can pick any melee set really, and tank Hami just fine.
  8. It's not that hard because Radiation Armor already covers a lot of what's needed to tank Hami: Absorb -- so your toxic resists don't need to be so high (but they will still be!) A click heal Endurance drain and recovery debuff resists Some slow resistance The only thing you'd need to plug is that slow resistance, it needs to be 90-100% for an optimal experience. You can achieve that with winter IOs and the Winter's Gift unique. Then, focus the rest of the build on recharge and MaxHP, ignoring defense and resistance. The main issue with Rad Armor is the low Max HP, but the self heal is enough to keep HP above 50% at all times. Just make sure to use it when your HP is near that mark so you get the most of it.
  9. Rad Armor Tankers make excellent Hami tanks regardless of secondary. One of my most successful Hami tanks was a Rad/Katana.
  10. There aren't calls for specific powersets because some key players, usually the targetters and the raid leader, already have it covered. The Hami tank is a good example. They can usually stand by themselves without external buffs because they either 1) use a powerset combo that's favored against Hami or 2) have a Hami-specific build even if their powerset combo is not favored. Without those players, any other tank-type could tank Hami regardless of their powersets, but at the expense of having other players buffing them to keep them alive. This in turn would ask for specific roles (Empaths), but since Hami tanks tend to be self-sufficient, that requirement is not called for. Or pretty much any other. There are other examples. But a number of players do bring Hami-tuned builds to raids to perform better at their discretion. This collective effort improves the raid as a whole and helps allowing the rest of the league bring whatever they like. There are some raids (like the Hamikaze) that make a call for specific builds, mainly DPS. But DPS alone is not enough to defeat Hami while all mitos are up. For those other aspects, a small number of players already have some other aspects covered with their Hami builds. I am usually the only Mastermind in a Hamikaze because my build is 100% Hami-tailored. My gameplan involves using 9 EoEs per round, and as a result, I can completely debuff Hami's ability to be healed by greens (all 6-24 of them), allowing the rest of the league to have their DPS count. More than a raid, I think Hami raids are an event. It's very cool to see ~50 players hanging around and having fun. Being inclusive is a big part of it, and asking for specific powersets would go against that. Even for Hamikazes, most players have some sort of DPS build that they can bring and enjoy the raid. And the players that bring Hami-tuned builds to the raids are also having fun in their own way.
  11. I think having a good launch (beginning) and being able to skip blooms (end) make the middle of the raid faster/better. And Incarnates make a lot of difference: Clarion Destiny - IMO the most powerful buff. Take it out, and raiders will be stunned more frequently, have toggles suppressed/dropped, be knocked back/flipped midair, and be fear-locked. Raiders would need other sources of mez protection to overcome this, and there aren't many team-oriented mez protection powers out there. Ageless Destiny - the one prevents raiders to have their endurance drained by blue mito attacks. The recharge boost from Core and debuff resistances from Radial counteract blue mito recharge debuffs. Take it out, and you'll see most raiders running out of endurance without other recovery buffs and losing their toggles, which can have a fatal cascade effect. Everything will also recharge much slower. Melee Hybrid - this one allows melee and taunters to be less affected by yellow stuns and knockback. Each yellow blast is a large AoE that causes causes 6 stun and 15 knockback. The same effects are dealt by yellow mito damage auras. Two close hits of any of those are enough to overcome scrappers/stalkers/sentinel primary stun protection, causing some toggle drops/suppression, flipping raiders midair, and overall slowing down mito clearing. Support Hybrid - improves the damage of the whole league and contributes to a faster killing phase. IMO the most powerful hybrid in a league setting: even if the damage bonus is small (6/12%), it's impacting 50 players and their pets. This might be balanced by the fact that you can only stack 5x of them. Assault Hybrid - used for the final push, contributes to finishing Hami up faster. Control Hybrid - allows control characters to drop green defenses faster. Incandescence Destiny - not too important but easily overlooked, it provides a +HealingReceived buff that counteracts the green debuff to the same stat, allowing raiders to be healed by external sources even when being debuffed by greens. It also contributes to faster monster clearing with the league teleport between monster walls. Barrier Destiny - the least important IMO, but it provides toxic resists which can help squishies survive green beam death while having an EoE on. It can also resurrect raiders. Rebirth Destiny - currently bugged but still relevant. Once it's fixed, it'll probably become a top buff in Hami raids. Lores - they just allow the raid to end faster, which is part of what makes Hami raids so appealing. We could very well clear most/all blooms (which was the way on Live before Incarnates) but then a slow raid would probably be less interesting for everyone. Judgement - largely irrelevant while attacking Hami and mitos, but useful during bud clearing and monster hunting. That all said, I'd say most Incarnate powers are making the whole raid easier by making the launch (beginning) and kill (end) much better. I'd also factor monster hunting as part of the raid, and Incarnates make that faster/easier without a doubt.
  12. IMO, Hami is fine as it is. Raids now look easy because these days we're very organized + Incarnates. But take Incarnates and organization out of the picture and it becomes very challenging. I do think Incarnates are part of the "issue" (for those who think it's an issue... I don't) but that's not directly related to Hami raid mechanics because Incarnates just make everything easier. Personally I'd not change a thing. In fact, I'd change one thing, but it would actually make the raids easier: green mito beams are the only debuff among all mitos that deals something unresistable (-regen). I'd make that resistable so 1) builds with regen debuff resistance are more valued and 2) it is inline with the other debuffs (slows, recovery, end drain, etc) being resistable.
  13. Same happens if you use Jaunt while flying. It uses the old Teleport animation which is noticeably slower.
  14. Sentinels have inherently shorter range than other ATs. However, AoE ranges get reduced even further, while other ATs have normalized ranges for AoEs. Here's a example comparison with powers like Ball Lightning and Fire Ball: Blasters have 80 range. (ST range for the AT is 80) Corruptors have 80 range. (ST range for the AT is 80) Defenders have 80 range. (ST range for the AT is 80) Sentinels have 40 range. (ST range for the AT is 60) Could we normalize the AoE ranges for Sentinels so they're mostly equal to their (reduced) ST ranges, like other ATs have? AoEs having even shorter range often cause repositioning in battles. I think it would be a nice QoL change if Sentinels didn't have to worry about that.
  15. Quick thoughts: Regeneration Debuff Resistance should be the highest among all sets. Pretty much like Super Reflexes has top resistance to defense debuffs. Radiation Armor is currently the king of RDR and that set is already very strong. I think its RDR should be drastically lowered. I don't think Absorption and Defense have any place in Regeneration. Low resists to all types of damage would be a nice to have. A small endurance drain and recovery debuff resistance would help bring the set more in line with other sets. Some other non-themed sets (other than Elec Armor) that have enddrain/recovery debuff resists: Rad, Dark, Bio, Stone, Fiery, and Invul. On the other hand, other non-themed sets without recovery resists include: Willpower, Ice Armor, Shield Defense, and Super Reflexes. But those sets have better protection layers than Regeneration to offset those debuffs, specially their defense-oriented aspects. Scaling Regeneration (as HP drops) sounds great and in theme. (Unpopular opinion) MoG is great as is.
  16. Tested this and here are my findings: Current colors didn't get auto-fixed: they were still showing as white after I logged in. While in the Tailor, I had to "nudge" every power to pick up the color I set for them. Strangely, if I don't do that, the color boxes wouldn't show at all. I didn't need to actually change the colors themselves (the previous values were preserved). When I saved the costume again in the tailor, the colors were applied correctly.
  17. Probably related: my secondary powerset customizations are not being applied correctly. (Primary customization seems fine.) In Tailor (Red): In Game (White): Had one other person report that their Fire Manipulation flames are also all white as well.
  18. This has been fixed in Issue 27 Page 1.
  19. This has been fixed in Issue 27 Page 1.
  20. @Jimmy it's fixed in the latest build. Thanks!
  21. It's the same effect as Sonic Cage, which bothers me. Probably not enough to be a bother to most people though. But I'll agree it's a nice effect.
  22. Singularity works fine. Screenshot below from Beta (values same as Live): Edit: Gun Drone on Live seems to be working fine:
  23. When equipping the Pet IO Resistance Aura in Gun Drone, only part of the resistance value is applied. It's like the 80% resistance is also resisting the resistance buff (😛) from the IO, as 10 - 80% = 2
  24. I finally got around to testing the base portal in Eden: It's located at Woodsman, close to the Hive entrance. On behalf of all Hamidon raiders, thanks for keeping it there!
  25. Tested the new EMP Arrow. It's correctly ground-placed, but it doesn't buff teammates (tested with MM pets). There's also no visual FX for EMP Field. Inspecting the power, it looks like EMP Field currently does... nothing? Combat Attributes of a MM pet right after firing EMP Arrow:
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