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Jotun

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  1. Personally I am going to always side with a more controllable effect than just relying on RNG.
  2. This power is a mess. We all know it. The damage is lower and its secondary effect is a joke due to how NPC endurance functions. It can be powerful against players as evident when fighting praetorian clockwork or the clockwork army but for players this power feels terrible and I have an idea that might make both use cases less insane. First thing we need to do is recognize the basics of what electricity *CAN* do and I'll be using electrical blast (as its the most common and doesn't change bonus effects across ATs) 1. Endurance Drain: This is always a % of the target's total and regardless of archetype you picked the % drain will always be the same. The %'s are 7, 10, 7, 15, 7, 6, 35, 55. 2. -Recovery: Every electrical power has a -recovery effect. It is always set at a base to -100%. 3. Refund Endurance: This is where this powerset starts getting inconsistent. Charged bolts, Lightning bolt and Zapping bolt all have a 30% chance to refund endurance. Charged bolts will refund 2.6 end with a 5.2 cost and 30% chance, lightning bolt will refund 4.27 with a 8.53 cost and a 30% chance and Zapping bolt will refund 7.2 END with a 10.19 cost and another 30% chance. ________________ Now I'll be honest, I don't think END drain is ever going to be amazing as there are a ton of AVs straight up Immune to it. The chance to get a refund on your endurance is barely even felt and the -recovery is only there for necessity otherwise it would be impossible to fully drain a target's END as it would just keep recovering as you tried. I believe if each power had its own purpose electrical blast's Endurance manipulation could be a fun mechanic but some of these powers are trying to do too much while trying to not be too beneficial. Taking the Endurance drain off of lightning bolt and charged bolts I feel would benefit them much more allowing the endurance refunding effect to be increased on these powers. The refund is bit of a tricky situation, you don't want to make it refund everything but I would prefer if the effect were more reliable. Instead of a flat refund let them increase your END recovery. Something like +100% recovery and 150% recovery for 2 seconds (with the ability to stack) would allow to run out of endurance with careless casting but reward players for careful management of the buff. Zapping bolt and Ball lightning. These two are... interesting.... Zapping bolt will carry you though most of the game with its higher than standard damage for the set (241), its high refund (7.20 on a 10 cost), respectable end drain amount (15%) and 90% accuracy. Unfortunately ball lightning is a very sore loser. On my fully built sentinel this ability deals only 120 damage (including the 4 ticks of a 5 damage DoT for 3 seconds) it only lowers Endurance by 7% and it has a 16 second cooldown with 75% accuracy. The only thing I would change on zapping bolt is removing the Endurance refund as you easily have the ability to cast that for a total of 6 endurance, meaning a 30% chance of a free cast on one of your best abilities and then increase the drain to be something like 40% Ball lightning I would increase the -recovery duration to something like 10 seconds in the set so that it prevents the enemies from gaining *any* endurance, invalidating your efforts and lowering the cooldown to something like 13 or 14. The other change would be to just remove the DoT and allow all the damage on ball lightning to be loaded on at once. Aim; Aim is the one I really think has a lot of potential in electricity set. It doesn't have to be just a damage and accuracy buff with a weird range increase. Instead i'd remove the range increase and add an increased END drain/recovery effect on the other abilities. Tesla cage: I personally want to like this ability but its a 75% accuracy, 2 second channel, commonly resisted held with a tiny refund of 3.43 and an END drain of 7%... this is really terrible on electrical blast and i'd rather have anything else here tbh. Maybe a snipe? As for END drain across the board... It needs to be increased. We already have the issue that most AVs are immune to it anyway and with Elec's damage being subpar and its AoE being semi limited it really shouldn't be an issue if elec is draining a bunch of mobs since thats the point of the power and mobs are usually killed in a few seconds anyway. I would much rather see End drain numbers higher with less options that drain endurance as opposed a ton of small numbers that don't do anything. The last two powers are mostly fine, i would probably just change the END drain to be 50 and 75 rather than 35 55. these changes would mean you would have only 5 powers that drained END but it would be a meaningful amount rather than the bizarre 7% here and there. If elec can't drain an enemy with one rotation then there is no point in having a second effect. TL;DR: Electricity's END drain should be stronger but on less powers with the others preforming a unique job of disabling recovery or increasing your own recovery. But perhaps I am just crazy.
  3. I just want the wind up key from the clockwork goons but i really doubt its a useable piece and probably tied to their model.
  4. Honstly i would remove opportunity and add either of these: 1: if enemies are within a proximity to you you get a defensive bonus to better defend yourself but if there are none you get an offensive bonus allowing you to serve as a single target backline. 2. Get two different toggles, one for offense one for defense that cant have both on. Offensive increases your damage and has a 7.5% increase to enemy damage taken around you while defense increases your health and decreases enemy damage in a small area around you. If both are off then you have live sentinel stats but turning one on increases your stats to an effective level
  5. So of i am reading this right electrical blast has the lowest dps of 580?
  6. Is the set any good? I have heard it would be too endurance heavy for a viable tanker set. If it is would there be a way to.mitigate it? It looks good on a specific character set up but if its going to need constant END inspirations to even fight then i dont see a reason to run it.
  7. Basically bave been messing around with several sentinel setups. Bioarmor is by far my fav for the flexibility that seems to work with sent's opportunity well but what about primary? I noticed sonic has -res but its just one ability. Rad has -def but i dont really notice teammates complaining about missing. What would be the best power to work with bioarmor and sentinel's affinity for single target focus?
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