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Wavicle

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Posts posted by Wavicle

  1. 2 hours ago, BrandX said:

    I would hope a sonic melee set would come with at least one ranged power for a screaming/shout animation.  🙂

    Pretty sure even the Melee attacks in Sonic Manipulation use screaming/shouting animations.

  2. 30 minutes ago, Dev7on said:

    I notice there's Sonic Manipulation as a secondary for Blasters and Sonic Assault for Dominator's secondary. So why not have Sonic Melee for melee Archetypes? It can have the same -Res effect as all the other Sonic powers. I would love to have a new melee powerset for melee Archetypes and melee players like myself. That would be nice. 

     

    The melee attacks in Sonic Manipulation don't do -Res. They have a Chance to Hold. The ranged attacks have -Res.

  3. 3 minutes ago, JayboH said:

    Reminder of how expensive the rest of the set is, like recasting Wellspring over and over for more than a quarter of your end bar base, with Shifting needing 3 end cost to keep running

     

    I don't know that Shifting really needs that much. Even a high cost toggle like that is just comparable with the cost of standard attacks. Wellspring IS very high cost. I think that could come down.

    All of this exists within the context of Power of the Deep being available A LOT, which also helps significantly.

  4. 13 hours ago, Dispari said:

    I find the main problem with a -DEF debuff is it's a catch 22. If you're in a situation where it would benefit you, it's also a situation where the power might just miss anyway. If you only have one power that's a problem. If your whole set does it and has higher base accuracy like Radiation Blast, it's more doable. Shoal Rush does have boosted accuracy, but if you're in a situation where you're hoping to be saved from oppressive -ToHit or +DEF, I don't think a power with a hit check will save you.

    I would lump it in with a lot of support set t1 powers though. Many of them are skippable, but do have their uses. This one being an AoE and also having some proc potential (you could put the -RES proc in it for instance), means it's more useful than most. I think it will come down to individual preference. Having a skippable t1 definitely isn't a bad thing.

     

    This problem could be mostly solved if the duration were made significantly longer, say 45 seconds or a minute even. That's my suggestion for improving Shoal Rush.

    Also, not sure about the name. Maybe something about Clear Waters that suggests why it lets you see? Or to keep it with the sharks in the animation, call it BLOOD IN THE WATER!! or FEEDING FRENZY!

  5. 3 hours ago, Dispari said:

    7 - Shifting Tides is an ally-targeted toggle with an AoE debuff, like Disruption Field. It seems to be flagged for enemies to ignore it so it won't generate extra aggro. It's a pretty complicated power with a wide radius, but it looks like what it does is makes enemies inside it take an extra bit of cold damage (7.23 at level 50) every time they're hit. It also says it has a stacking buff that grants a very small amount (+2.5%) of +DMG/+rech/+ToHit that lasts 8 seconds. So it could quickly ramp up extra damage on groups, along with the +30% DMG Tide Pool is giving. I wasn't really able to do much testing for this power without an ally or pet, but I dropped it on Ms Liberty for a bit to check things. It looks like another power that can get by with just slotting for endurance reduction, though you can slot to make the damage it does higher, so that might be a good idea.


    Shifting Tides can be ally OR foe targeted. You don’t need a teammate or pet to use it.

    • Like 1
  6. 16 hours ago, macskull said:

    lol

     

    EDIT: I guess I’ll elaborate. What is “most of the time?” If your argument is “-regen doesn’t matter except on AVs and monsters” then sure, it doesn’t matter most of the time. Wheb fighting those types of enemies, though, -regen is a massive DPS boost. It’s just that outside of a few powers most -regen in the game isn’t all that strong to begin with, and AVs resist most of it.

     

    Even then, most AV and Monster fights are over so fast, it's just not that important. Having it is good, but not having it isn't disastrous. Maybe if you're facing ++++ enemies or something, sure.

     

    Not saying you're wrong about any of this, but having -Regen is definitely not the defining factor in whether a buff/debuff set is any good.

  7. Just now, Laucianna said:

     

    Dominator have control and Sentinels are tanky. They should do as much damage as Homecoming has listed them as, this isn't me saying they should be on par with them because of my own views, this is homecoming rating them the same damage despite Kheldians being far lower.


    Dominators have barely any AoE, and Sentinels have no taunts, having armor is not something you do for the team. Damage, control, buff/debuff, and taunt are.

     

    And the numbers in the character creation screen are a loose guide, not an exacting ratings system.

    • Like 1
  8. On 4/2/2024 at 9:12 PM, Glacier Peak said:

    Poison Trap from Traps. Spore Cloud from Nature Affinity. Howling Twilight from Dark Miasma. Shock from Electric Affinity. Transfusion from Kinetics. Envenom from Poison. Lingering Radiation from Radiation Emission. Heat Exhaustion from Thermal Radiation. Time Crawl and Time Stop from Time Manipulation.

     

    So 9 debuff/buff powersets have the -regen and 6 don't have -regen.

    -Regen isn't even really that important most of the time.

    • Thumbs Up 1
  9. 1 minute ago, Erratic1 said:

     

    Correction: Brutes if you solo...only solo targets and not groups (majority of content).


    correction: it only makes a difference if you have your difficulty at x3 or higher. 

    • Banjo 1
  10. Brutes were nerfed because they were too good relative to Other ATs, not just Tankers or Scrappers.

     

    They don’t really need a buff, but that Fury IO could be looked at. Maybe instead of a flat gain it could be additional Fury gained on every attack for the next 10 seconds?

     

    However, if the ultimate solution was to reduce Tanker AoE Damage while simultaneously increasing Brute Armor Base values to between Scrappers and Tankers for all attributes, not just HP, I wouldn’t complain.

    • Like 2
    • Thanks 1
  11. 13 minutes ago, Erratic1 said:

    Real data point here: Fury decays. If you have to rest as a Brute, you are doing inferior damage for need to rebuild Fury. You are now hitting fewer targets for less damage. 


    in actual play this is a non issue. Fury spikes so quickly you’ll barely notice a difference.

    • Thanks 1
  12. 1 minute ago, Erratic1 said:

     

    In fact, Stalker is the only AT I have ever heard found Electric Melee good.

    Then you should try it again. Thunderstrike was recently buffed such that the set is better than it used to be.

    • Thanks 1
    • Thumbs Up 3
  13. 6 minutes ago, Infinitum said:

    That could work but you will still have procs working better for tankers with that scenario. 

     

    I assume procs are going to get changed a lot eventually, so I'm not really considering them at this point, to be honest.

  14. 2 minutes ago, Videra said:

     

    Wave, I love you, but this is quite possibly the most clueless thing I've read on this forum, and I frequent the defender sub-forum.

     

    Well, check my follow up posts, I don't actually want Tanker AoEs reduced in size.

  15. Just now, Infinitum said:

    I would even give then equal target caps. So long as the overall damage modifier isn't changed. Like I said boss fights are not as annoying as they could be in the past and that's what I would like to avoid going back to.  Tankers are always going to be more durable than brutes. They are supposed to be. 

     

    I would say, keep big AoEs, nerf the AoE damage numbers, but NOT the single target attacks.

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