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Everything posted by Keen
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Electrical Affinity "seizure" animations on allies
Keen replied to Keen's topic in Suggestions & Feedback
Yes I am, and I even brought it up when talking about this with my friends ingame. But this actually requires the ally to first die, and they can also refuse the rez if they want. That's also the reason I don't play Poison, or if I do, I don't pick the rez. -
Electrical Affinity "seizure" animations on allies
Keen replied to Keen's topic in Suggestions & Feedback
I apologize I wasn't clear enough in the OP. This issue has affected me directly as I have a condition (not going into details at this time). I was really reluctant to post this here because I'd be tossed into the "easily offended" crowd, but please understand that this is something beyond my control. I talked to friends ingame about it and decided to post it as I'd have regretted if I didn't but I understand I have to deal with the consequences of my feedback. This is not easy. That said, I perfectly understand many people actually think like one or many of: 1) I don't mind about this at all 2) I want ally buffs to cause my character to have seizures 3) I want to cause my allies to look like they're having seizures 1 and 2 are fine, 3 is not if the other person does not want it. That said, I edited the OP and removed the suggestion to change the animation completely. This is a battle I can't win as I'm well aware I am a minority here. So all I can do is offer a suggestion (Null the Gull options) that will make both sides happy. -
Please consider options to avoid allies getting the "writhing in pain" animation when affected by Electrical Affinity buffs. Suggestion: Create a Null the Gull setting to "prevent ally buffs from changing your animation" Could apply to everything (like Kinetics powers) (Additionally) Another Null the Gull setting to "prevent your buffs to change animations on allies" for when the caster does not want to cause that effect on others Motivation The set was once named "Shock Therapy" in Beta. Now renamed, but some powers currently cause allies to play animations that can cause mental triggers. Having a power that literally makes allies seize up doesn't actually fix what the rename was intended to do. If you are sensitive to the concerns of people about Shock Therapy as a name, please reconsider having powers that literally cause visible seizures. Thank you.
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issue 26 Patch Notes for March 31st, 2020 - Issue 26, Page 5
Keen replied to The Curator's topic in Patch Notes Discussion
Here to rectify my own feedback. Some Elec Affinity causes allies to do that "writhing in pain" animation. Now I completely hate it. -
issue 26 Patch Notes for March 31st, 2020 - Issue 26, Page 5
Keen replied to The Curator's topic in Patch Notes Discussion
I love everything about this. Even the exploit fix (and I farm and I always struggle with inf because of altitis). Specially excited about the costume updates and can't wait to play with Elec Affinity. Thanks HC devs for your hard work! I just created an Elec Blast/Elec Affinity Corruptor. Remember it's a secondary, not a primary. -
I'm still messing with that build, and I changed it quite a bit since I last ran it on Beta, so I'm not ready to share it at this time. I'm currently building it on Live, which may take me a while. I also got derailed by side projects, like a new Beam Rifle blaster -- so far my best blue mito killer yet 😅 (Fire Blast is likely the best)
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Unfortunately, they will. Toxic resists are the main thing you need in a league setting. When I first started tanking Hami on a Regen brute without toxic resists, I would die a couple of times with an EoE active while on a full league and it was very frustrating. Sometimes you can't just avoid all greens hitting you while the league works their way through all mitos, and the slower the league is (which is something you can't predict), the more toxic damage you'll be getting over time, increasing your chances of defeat. I'd strongly suggest to have it as high as possible in all situations.
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Wanted to see if I could get enough toxic resists with Elec Armor, and... 88.2 Toxic resists would be quite enough, but the build is heavily gimped, lacking recharge and slow resists, among other things. And that amount is only considering the Tanker +Res ATO proc in Lightning Field is active. That aura is dropped when stunned, so it's not reliable at all.
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When I was looking at Elec Armor I was also excited about the things you pointed out. End drain resists are off the charts (+200%) and an auto power that gives KB protection is amazing (while grounded, but we don't hover-taunt anyway). The major flaw with Elec Armor is a total lack of toxic resists from primary sources. Dark, Bio, Stone and Regen all have it at some capacity, which makes it easier to cap. Elec Armor has none, and acquiring 90% toxic resists from IOs alone is very difficult. Incarnate choices for this are also limited. Barrier at 100% uptime only provides 5% toxic resists. The build I have for this still needs adjustments so it's not ready to be shared yet. Bio does have a heal (DNA Siphon) on a long recharge (30s) that can miss. It's not nearly as good as Dark Regeneration, which is up every other Siphon Life. But what keeps the Bio Tanker alive is mostly the fact that endurance drain resistance is in an auto power, so if (more like "when") stun lands, endurance will not drop to zero and toggles will still keep running after stun wears off. There's also the Absorb powers which help against toxic damage dealt by greens, so health only gets dropped by 10% of the Special damage that Hami, yellows and blues deal.
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This is the only self-heal that is not flagged as unresistable, and versions for other self-heal powers for other ATs seem to indicate that it should be. The flag is only missing for Tankers, and present for Brutes. Below is a full list of self-heal powers that come from armor powersets and if those heals are flagged as "unresistable": Powerset Power Tanker Brute Scrapper Stalker Sentinel Bio Armor DNA Siphon Yes Yes Yes Yes Yes (Rebuild DNA) Dark Armor Dark Regeneration Yes Yes Yes Yes Yes (Obscure Sustenance) Electric/Energy Armor Energize Yes Yes Yes Yes Yes Fiery Aura Healing Flames Yes Yes Yes Yes Yes Ice Armor Hoarfrost Yes Yes Yes Yes Yes Invulnerability Dull Pain Yes Yes Yes Yes Yes Radiation Armor Radiation Therapy Yes Yes Yes Yes Yes (Photon Therapy) Stone Armor Earth's Embrace No Yes -- -- -- Regeneration Dull Pain -- Yes Yes Yes Yes (Dismiss Pain) Ninja Reflexes Kuji-in Sha -- -- Yes Yes Yes Regeneration Reconstruction -- Yes Yes Yes Yes
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The reason for that might be that you weren't taking damage from all mitos, as some yellows/blues/greens were hitting your teammates instead. In a setup like that I'm also assuming that you had external buffs to help you survive longer as well. For my research I preferred to go entirely solo so to have the same parameters for every test case. Although I said Regeneration wasn't able to last longer than 1 minute solo, things can change quickly in a team or league setting.
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To answer the OP, I've done quite a bit of research about what would be the best Hamidon tank ever. My parameters for this would be that a good tank: should endure Hamidon + 18 mitos as long as possible, alone in the goo, without any external buffs or temporary powers, and only relying on EoEs and their own powers. Bio Armor/Dark Melee Tanker is currently the top contender. Thanks to endurance drain and slow resistances in an auto power, it can stay stunned and not have endurance dropped to zero (hence not die). This build is currently capable of staying for almost 3 minutes taking full Hamidon + 18 mito damage until defeat. Stone Armor/Dark Melee Tanker made a good run, taking second place for tanking duration alone. It lasts around 2 minutes. Best thing of this build is stun protection (34), which allows more variety in Incarnate choices. But this is quite a hard build to play with due to movement restrictions by Granite + Rooted. Teleport is a must here. The biggest issue with this build is the lack of unresistable big heal: Earth's Embrace is their version of Dull Pain, but the heal is resistable so it doesn't work against Hami. If it did, it would surpass Bio Armor in survivability. Unfortunately, Siphon Life alone isn't enough to make this build survive for long. Dark Melee/Regeneration Brute makes third place. They have a serious issue with endurance recovery, and Ageless Destiny isn't able to protect them for long. They don't last more than 1 minute alone in the goo as all their endurance will be drained quickly and they will be unable to heal or use any powers. Dark Armor/Dark Melee Tanker makes fourth place. They last longer than Regeneration Brutes, but they have a larger number of issues. Their endurance drain protection is in a toggle, which gets suppressed when stunned. Incarnate mez protection isn't able to protect them for more than 1 minute when solo, so Clarion + Melee Hybrid has to be stacked and this is really counterproductive. Their lack of KB protection/resistance also makes it harder to build. In a league setting however, they're as good as Regeneration Brutes.
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Yes, Dark Consumption 😅 It replenishes endurance and that effect is flagged as unresistable. But the power itself can miss.
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That's a great build. As is, it will perform awesomely already, not only as a starting point. The decision to skip Dark RegenerationConsumption was bold, but 3x +End procs + Panacea will help alleviate recovery issues. Siphon Life may need some adjustments to improve its healing amount, but that would only make a real difference in EoE-less tanking.
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That's what myself and the other Hamidon taunters on Everlasting do. The taunter team only has the Hamidon and yellow taunters (who are also self-sufficient). Support ATs can then focus on blues/greens (some on yellows too) to finish the raid faster. For a less-than-full-league setting I can see how going full Hami mode will benefit the raid. In such cases, you will definitely want to address KB protection. From my first post here: Again, KB protection outside of Integration. In other words, you need at least an additional 16 KB protection from IOs alone. Why? Integration is your mez protection toggle. As with most toggle powers, if you ever get stunned, all your mez protection from toggles gets suppressed. That includes KB protection and resistance. You'll lose it all while you're stunned and that can lead to long KB chains that may be difficult to recover from. KB protection from IOs does not get suppressed, and allows you to stay in place while stunned. This is specially important when you need to melee Hami for Siphon Life. Each yellow blast will deal around 15 knockback. Hamidon blasts also cause KB. There might be times that you get KB'd even with 16 KB protection from IOs, as blasts may stack their effects up, but it tends to be rare. When you're not stunned and Integration is running, you get "1000% KB resistance" (sic). It means that yellow and Hami blasts will deal very low KB magnitude. So not being stunned is helpful, and Regeneration->Resilience helps with that. Even in a full league setting you may get stunned through Integration if the league doesn't protect you. As the Hami taunter you gotta launch first. For a brief moment, you'll have Hamidon + 18 mitos hitting you until the league moves in. Moment of Glory is your power of choice here, as it adds additional mez protection and recovery for 15 seconds. It's enough time for the league to move in and most mito damage to be redirected away from you. Melee Hybrid also helps with additional mez protection (with 50% uptime), and Control Hybrid has a 100% uptime effect of reducing stun time on you.
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In my experience in a league setting, Reconstruction + Dull Pain will keep you alive without EoEs if you're not being hit by yellows (provided you have high toxic resistance). I used to tank Hami without toxic resists for a very long time (before I knew about greens dealing toxic damage) and it was extremely difficult: if I mistimed a heal (say, used Reconstruction at full HP), I'd be dead before Reconstruction would be up again (and if I didn't use an EoE). That's also considering Dull Pain as a reactive heal. But if one or more yellows are also hitting you, there's no way to survive other than using an EoE. The burst of untyped damage is just too much for any heals or capped regeneration to handle. Blue mitos also deal untyped damage, and albeit lower compared to yellows, it's significant when they're added up. (Yellows deal around 400 damage + DoT, Blues deal around 100 damage IIRC.) EoEs should be part of your gameplan: don't ever consider not relying on them. You absolutely need them in at least three phases: initial launch, blooms (either one or many), and kill phase (if powering through blooms). Those three stages are when yellows/blues can hit you, and nothing you do whatsoever outside of using EoEs can keep you alive against the burst damage. Once the league has launched and your first EoE expires, you can then handle your heals to save some EoEs until the first bloom comes. As for healing procs: Panacea offers +Endurance so don't skip it. Miracle and Numina procs are also good (for Recovery), and Performance Shifter Proc also helps. Panacea offers healing and Numina offers regen but both of those are useless, you're using them for their +Endurance/Recovery benefit mostly. I haven't done Dark/Regeneration before. My previous build was Katana/Regen, and once I got toxic resistance, Hami tanking life became a LOT easier. I can only imagine Siphon Life is going to be overkill in terms of survivability, but it may help immensely saving some EoEs at the times you don't need them. As I mentioned before, the biggest weakness for a Regen Brute is endurance/recovery. You're addressing that with Ageless, but anything else you can do on that front helps, like using the Theft of Essence +Endurance proc in Siphon Life. Depending on your IO choices, you don't need to slot Accuracy in Siphon Life at all to have a 95% chance to hit Hamidon.
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To address toxic resistance, the first thing to do would be slotting Reconstruction with resistance IOs. Try to cap the resists in there: usually two +5 resistance IOs will do it. Then before launching, use it a few times to bring your toxic resists up, then launch into Hami, then keep using it whenever it's up, alongside Taunt. The more toxic resists you have outside Reconstruction, the less times you need to stack it. Right now, your build has a lot of defense and resistance that may help you in general content (and monster hunting), but not on Hami tanking. How far you are willing to sacrifice that is up to you. For instance, the following IOs and enhancements are not helping you against Hami: Brute's Fury: 5-slotting is enough (for recharge) Unrelenting Fury: none of the bonuses in this set help against Hami, you can forego this completely. The 6-set does not give Toxic/Psi resists Nucleous Exposure in Siphon Life: you don't need damage here; Accuracy can also be skipped if you have enough from IO sets Numina's Convalescence: can replace them with 5-slot Panacea for recharge Doctored Wounds 4-slot is not useful, you can replace it with Preventive Medicine (3-slot at most for Max HP) Avalanche: 2-slot is enough, nothing else helps here Blistering Cold: same as Avalanche Glimpse of the Abyss: Touch of Fear is usually skipped. No good fear IO sets against Hami. You can drop Touch of Fear then drop the whole Concealment pool, and get Leadership instead (Maneuvers for LotG, Tactics for Terrorize resists, Vengeance for LotG) Luck of the Gambler: anything beyond the Recharge proc is wasted. The 3-slot offers Max HP but there are better uses for slots in a Hami build. Once you free up some space from removing some of the above sets, you can then go after some Toxic resist sources in IOs. I've talked about them in a previous post: As for Knockback, when in a league setting, you could rely on Integration alone, because the chances that you'll get stunned will be lower (before launch, someone will cast Clarion, for instance). You can remove the KB IO from your travel power and add the Winter's Gift Slow resist there to close the slow gap. Just be aware that if you ever get stunned, you may get locked into a long KB chain. Having slow resistance helps you recover as you move back into meleeing Hami (for Siphon Life). If you get into a KB chain and have NO slow resists, you're stuck whenever you land and won't be able to use Siphon Life anymore. Builds without slow resists cannot move at all, and if the KB chain is strong enough, the taunter can get knocked back all the way out of the goo.
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The build overall is good but it has two big weaknesses for Hami tanking: low toxic resists (and Reconstruction without Resistance slotting, making it very hard to cap), green beams may kill you through EoEs, slow resistance not close to cap (just 70% with 100% uptime, considering you keep Ageless up); you need a very strong slow resist wtih 100% uptime because the slow effect inflicted by Hami and blue blasts is very large and stacks easily. Try to aim for 90% slow resists at least. If you manage to close those two gaps, you'll have a better time tanking Hami.
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Following up on this: Crashes are still happening at the Bud stage. Straight to Desktop without a crash report window.
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[Beta] Patch Notes for March 10th, 2020
Keen replied to The Curator's topic in [Open Beta] Patch Notes
If I log into Beta, I get disconnected from Live. Expected side effect? Used to be able to be logged into both at once. -
Off the top of my head: most purple sets; only a few do not offer toxic resist at 6-slotting Perfect Zinger (taunt) 2-set can be slotted in many places, additionally 4-set gives recharge which is great Doctored Wounds (heal) 6-set, but there are better options for heal sets here Shield Wall (def) +Res Unique for 5% toxic resist Reactive Defenses (def) +Res Unique for 3% toxic resist + scaling to 10% as health goes down If you're Regeneration, you don't need to worry too much about toxic resists coming from sets. It's just easier to slot Reconstruction with Resistance IOs (3 at most so you can leave the other 3 to improve its healing), so one or two uses will cap it. Toxic resistance from Reconstruction lasts 1 minute and it's quite easy to stack.
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Yes. Panacea proc for instance will heal 0 points. +End procs aren't affected. I also tested Stone Armor today and Earth's Embrace heal is resistable, so it heals for zero. A shame really, otherwise it'd surpass Bio Armor in efficiency. Stone Armor is still a good powerset in a league setting, if you can handle the self slow and -recharge.
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Getting an "MADoorInvalid" error when I try entering an AE mission.
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Much appreciated!
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Any chance we could get an AE sync so we can more easily test the AE changes?