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Keleko

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  1. Some stone powers require you to be on the ground. Fault in stone melee and Geode in Stone Armor. These are earth based sets, after all.
  2. Stalker Bug - Hide does not seem to accept Defense IOs. I was unable to slot a Luck of the Gambler Defense/Global Recharge IO in Stone Armor Hide.
  3. Stalker bug - Assassin's Mark is showing the words on screen, but Build Up is not recharging when the proc shows on the screen.
  4. When testing with a Trapdoor mission test (killing all as fast as possible), my electric/time blaster was about a minute slower than my stone/earth blaster (7ish minutes vs 6ish). However, the END draining and other soft CC in electric/time actually meant I needed to use fewer purple inspirations to stay alive. The weaker single target damage really became noticeable at the end when hitting on Trapdoor exclusively. However, I was able to completely drain him of END before finishing him off. In the groups the boss killings took longer because of the lower ST damage, too. Voltaic Sentinel doesn't focus fire so well in a group setting, so the additional damage it brings is spread out more. Overall the set does feel a lot better than it was before changes. It is like a soft control with the draining and Tesla Cage usage, so it seems to have more survivability due to that. It will probably work better when paired with a secondary that does more ST damage.
  5. Electric Blast is almost there. VS is worth taking now. It's a different take on a damage aura, and I like the new version. Shocked is a good and flavorful mechanic for the set. It's certainly more interesting than just adding more damage. The one thing missing is a good ST non-snipe attack. It only has one high damage ST attack, and that is the snipe. Outside of that you have the T1 and T2 blasts and Tesla Cage. While TC procs well, it is very weak compared to other sets with a ST hold attack (Dark, Ice). Yes, Tesla Cage is "different" now with the chaining, but I really didn't notice it when I tested it out. I feel it should get bumped to do high damage to the primary target to match up with the Dark and Ice attacks. Electric really could use that one more high damage attack above the T1/T2 damage rate. Every other blaster set has 2 high damage ST attacks, and Electric is hurt in single target by not having that. An alternative to boosting Tesla Cage damage is to boost Lightning Bolt damage instead. Dark Blast has that with Gloom (though it is DoT). But, Dark Blast gets 3 bigger ST attacks, too, because Petrifying Gaze also has good damage.
  6. I'm playing a ranged Grav/Storm controller. I don't get into melee range. So the Singularity is going to be back away from the group, and it is going to be pulling mobs from the group toward it. Then they will get knocked flying (I don't have KB-KD slotted, no room for it). So this makes Singularity more difficult to work with in a team setting with this pull towards it power. Also, I can't direct and control Singularity, so it's gonna do what it's gonna do. If it causes problems for the team, they're going to want me to dismiss it. I don't like being told I can't use my powers, particularly the capstone power of my primary set. There are times when it makes sense to dismiss it, but not just because it pulls apart a group by existing.
  7. After testing on beta, I like this. I also think it should either have a way to turn it off. If not, then I recommend it be removed. In a team situation grouping up mobs this will piss off other players. They’ll tell me to unsummon my pet or I’m kicked. Not having my pet is not at all fun. As cool as it is, we can’t control it, and it will pull apart mob groups that the tank has gathered. I foresee a lot of grief from other players teamed with a grav controller or dominator as it is now.
  8. It might. If you have tactics it would do it, too. I just didn't have tactics on my scrapper. My tank had no issues with that.
  9. I've done a few runs with my toons, too. I clearly need better practice to Rad/SS/Soul Tanker - no active incarnates used, just passives Claws/Bio/Soul Scrapper - no active incarnates used, just passives
  10. Yes, I had to toggle on/off Shinobi after transferring the character to beta for crits to work. I had fire ammo selected. It's working now that I've done that. Just zoning alone didn't work, though.
  11. I'd like to mention that Reaction Time is still bugged on blaster Martial. The recovery bonus is not adding to the character total.
  12. As an aside I tested the stealth suppression of the power the other day, and that is working in all cases of stealth I was able to try. Invisibility, Stealth + SS, SS + Celerity Sprint, Stealth + Celerity Sprint, and iterations with the Base Empower stealth as well. Turning off any mixture to remove full invisibility activated the power, and I was immediately noticed and the power affected them. Power Analyzer confirmed the mobs were not secretly affected while invisible.
  13. I have a bug report for Reaction Time. It appears the power is not adding into the total recovery for the character when active. It shows the value in the list of END recovery, but it is not added into the total. If you add up the numbers in this screenshot the total is short by exactly Reaction Time's value. This is not the case on current Live. It also is felt when playing the character. I run out of END in a fight very fast.
  14. Remember you're not getting a Build Up in exchange for playing /Ninja. So 20% of the time for 80% extra damage is about equivalent to having Build Up and pushing it every time it is available. It just procs the extra damage randomly instead of when you push the button.
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