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Everything posted by Auroxis
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Focused Feedback: Electrical Affinity - Powers (Build 3)
Auroxis replied to Jimmy's topic in [Open Beta] Focused Feedback
I'll just post my dream changes: T1: Shock (Ranged, Moderate DMG (Energy), Foe -End, -Regen, -Recovery, -DMG, Self +Static) Now also deals moderate levels of damage (similar to a Tier 2 blast) T2: Rejuvenating Circuit (Ranged (Special), Ally Heal, Self +Static) T3: Galvanic Sentinel (Summon Galvanic Sentinel: Minor DMG (Energy) Ranged Debuff Special, Self -Static) Now lasts 60 seconds regardless of static, and deals minor damage when attacking Casts a powerful PBAoE -End and -Recovery debuff on its summoned location. The radius of the debuff depends on the number of stacks consumed T4: Energizing Conduit (Self +End (Special), Self +Static) Now restores your own endurance and chains it to others. This lets you generate static without a target Changed name to Energizing Conduit to reflect that T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End)) T6: Empowering Circuit: (Ranged (Special), Ally +DMG, Endurance Disccount, Self +Static) Empowering Circuit now stacks with itself from the same caster Cooldown has been doubled Now grants a small buff to Endurance Discount T7: Defibrillate (Melee (Targeted AoE), Ally Rez, Self -Static) T8: Insulating Circuit (Ranged (Special), Ally +Absorb, Self +Static) T9: Amp Up (Ranged (Special), Ally +Special, +Recharge, Self -Static) The endurance drain proc has been replaced with an energy damage proc The proc only applies when the buff is used at five stacks of Static Static (Circuit Boost) Generating Static now refreshes the duration on all active Static stacks -
Focused Feedback: Electrical Affinity - Powers (Build 3)
Auroxis replied to Jimmy's topic in [Open Beta] Focused Feedback
I have to say I was hoping for a LOT more changes than that. The -regen to Shock (does it stack from the same caster?), while nice against AV's/GM's isn't that impactful against anything else. I agree with what others have said about Galvanic Sentinel, it shouldn't be so squishy or have such a short duration. I also still think it shouldn't be a -Static power. The removal of +Movement is slightly disappointing as it catered to Hover builds, but It's far from my main concern. The main issues with the set still remain, though I'm not gonna just repeat what I've said at this point until I see a change in direction. -
I get your point about Ice/Time and holds, but this thread is about Fire/Time. I'm also a big fan of Power Boost, but the Soul Mastery version of Soul Drain is inferior in multiple ways (cast time, radius, recharge) that make Soul Mastery less appealing than Dark Mastery for this particular combination, due to the AT's damage modifier+damage cap and the fact that we can softcap ourselves without it while having a strong PBAoE ToHit debuff. Also, contrary to popular belief, teams don't automatically come with zero defense buffs and tons of damage buffs. And soloing is a common occurrence in top-performing teams where you often split up to maximize completion time.
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Focused Feedback: Electrical Affinity - Powers (Build 2)
Auroxis replied to Jimmy's topic in [Open Beta] Focused Feedback
One other issue I'd like to raise is the time it takes to build up five stacks. That's a LOT of time investment for a finisher, and right now only the mass rez utilizes stacks for a powerful effect. To go together with our "Nuke Rez", Amp Up would make for a nice "Nuke Buff". Give it a shorter duration, but make it chain and add another buff component to it. And for our third finisher, instead of the pet(which can stay, but not as a finisher) I'd like to see a new power to be our "Nuke Debuff". Bring back Discharge with a longer cooldown, give it -recovery/-res/-regen, and scale its radius(we can do that now) and debuff values on the amount of stacks spent. -
Focused Feedback: Electrical Affinity - Powers (Build 2)
Auroxis replied to Jimmy's topic in [Open Beta] Focused Feedback
It doesn't seem different on the surface level, but it's a major step behind the scene that made me worry about bugs a bit. From my tests (playing around in power selection/enhancement menus when it turns off) it didn't cause any crashes but I'm still not sure if it's bug-free. -
Optimal chain is CI - CB - JL - AS JL is the weak point, but you can place a lot of nice procs into it (including -res). HP deals its damage early in its animation but has a lot of trailing animation time which lowers its DPA below CB and JL. Attacks from pool powers like Moonbeam and Cross Punch don't generate Focus stacks from what I recall. As for Thunder Strike, it's definitely meh but when your LR is recharging you might need that extra AoE. If you pick it up I recommend slotting a FF +Rech proc into it.
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Empathy is fine when played to its strengths, and it's quite powerful when paired with Sonic Attack. Please don't trash the set when you can educate players instead:
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Focused Feedback: Electrical Affinity - Powers (Build 2)
Auroxis replied to Jimmy's topic in [Open Beta] Focused Feedback
At that point @Dispari you're kind of giving up on the "combo" aspect of the set. Edit: To be clear, you only need to use five +static abilities in a minute. If the game doesn't encourage you to use some +static or a single -static power within a minute of active gameplay, then there's a major problem. The only issue you're addressing here is that none of the +static builders are self target-able, so you can't sustain static while traveling to a location without slowing yourself down with the pet. My preferred solution to this problem would be: 1. Making just one of the +static powers a self buff/heal that chains to others. 2. Make the +static powers refresh all active stacks, so you only need to use the above power once per minute if you're traveling. Or keep it up indefinitely like you suggest. This still wouldn't fix the main issues of the combo system, but it would let you build up and conserve stacks for a good opener (like a rez) without a hassle. -
Focused Feedback: Electrical Affinity - Powers (Build 2)
Auroxis replied to Jimmy's topic in [Open Beta] Focused Feedback
I see no mention in the OP about Amp Up not buffing an ally's defense buffs. I tested it again and it still reproduces. -
Focused Feedback: Electrical Affinity - Powers (Build 2)
Auroxis replied to Jimmy's topic in [Open Beta] Focused Feedback
My issues with the pet: 1. The pet itself is supposed to help with solo, so if you plan to group there's no major incentive to pick it up. 2. It often doesn't help in stress scenarios when you need to heal yourself, as it's time consuming, clunky to use, and easily dies. 3. It doesn't feel worthy of a combo point spender as its endurance drain isn't that reliable and it adds nothing offense-wise. My main issues with the set still remain: 1. All static builders aren't impactful for the vast majority of the time (heals aren't needed often, the damage buff doesn't stack, the t1 drain often isn't helpful), unless your team's struggling defensively. This leads to the set feeling "spammy" as you're using powers that don't do much for the sake of static. 2. The static spenders aren't that impactful either. Amp Up's recharge buff bonus remains weak, and the pet doesn't do anything offensively. -
Focused Feedback: Shock Therapy (Build 1)
Auroxis replied to Jimmy's topic in [Open Beta] Focused Feedback
Really interested in what you come up with to tackle that concern. 12 indicates you may have figured out how to buff only the pets you control. -
Focused Feedback: Shock Therapy (Build 1)
Auroxis replied to Jimmy's topic in [Open Beta] Focused Feedback
I think it can go higher, but I'm not sure what else you're working on. My primary concern with 255 was that with a bunch of Elec's power boosting each other, you could give ridiculous levels of +Absorb to a whole league. -
Focused Feedback: Shock Therapy (Build 1)
Auroxis replied to Jimmy's topic in [Open Beta] Focused Feedback
No, it was Maneuvers and Weave. This isn't a generic bug either, since Power Boost works just fine. It also doesn't buff the Heal on Healing Flames, but that's to be expected since that power has enhanceable +resist. -
Focused Feedback: Shock Therapy (Build 1)
Auroxis replied to Jimmy's topic in [Open Beta] Focused Feedback
Amp Up bug: PBAoE's that summon pseudopets (Burn, Irradiated Ground) apply the Amp Up endurance drain effect on the caster. Amp Up bug #2: Its +Special component doesn't buff defense. This also reproduces for Empowering Circuit. -
Focused Feedback: Shock Therapy (Build 1)
Auroxis replied to Jimmy's topic in [Open Beta] Focused Feedback
That would be fine if the set offered respectable offensive support, but at its current state it's almost fully around protecting your team and endurance drain just does more of it. If you want to protect your team with endurance drains, there are classes that do that while not feeling like a paperweight if your team is doing well on the defensive end. -
Focused Feedback: Shock Therapy (Build 1)
Auroxis replied to Jimmy's topic in [Open Beta] Focused Feedback
The Static mechanic needs some work. IMO you should have at least a couple powers that build up static while feeling impactful at a given situation (pre-combat, combat, defensive, offensive), let's take a look at what we currently have: A defensive debuff power (does nothing if your team is surviving just fine) A Heal power (does nothing if no heal is needed) A +Absorb power (does nothing if your team isn't taking damage) A Damage buff (does nothing if you cast it more than once every 25 seconds) A +Endurance power (does nothing if your teammates sustain themselves) ALL of the static builders are likely to have zero impact outside of building static points unless you're on the defensive. This makes the Static mechanic feel like it's encouraging me to play sub-optimally. What I suggest (no need to implement all, just a couple are fine): Shock - Give it something that makes it good to spam against mobs (-res or even damage). We still want to blast mobs with our secondary, but being able to stay offensive while building static stacks is important. Rejuvenating Circuit - Gives the target endurance (consolidate with energizing circuit) Energizing Circuit - See above, replace with something that's relevant at more situations Insulating Circuit - I think this is powerful enough. Empowering Circuit - Double its recharge, make it stack, and tone it down to +30% from +40% As for spenders: Discharge - Gives you a regen buff and the enemies a regen debuff. Amp Up - Increase its recharge buff (+31.5% at max stacks is too low) -
Focused Feedback: Shock Therapy (Build 1)
Auroxis replied to Jimmy's topic in [Open Beta] Focused Feedback
While I understand your intent, "Reclaiming words" isn't something worth getting into, @GM Arcanum. You're not gonna change how people view words using a video game mod. -
Focused Feedback: Shock Therapy (Build 1)
Auroxis replied to Jimmy's topic in [Open Beta] Focused Feedback
If you compare it with Fortitude and Forge, those powers have far longer recharge times and do not apply to multiple targets at once. You can only keep all teammates buffed with those powers at near-maximum levels of recharge, so the powers are always useful within their recharge timer. Meanwhile you fire Empowering Circuit once, it's back up within four seconds, and it's near-useless until 20s have passed. The only excuse for it is building up stacks for a slightly better Discharge or Amp up, which feels weird. Unlike combo points where you're using impactful powers to build up a super impactful power, you're using useless powers to build up a pretty underwhelming power. -
Focused Feedback: Shock Therapy (Build 1)
Auroxis replied to Jimmy's topic in [Open Beta] Focused Feedback
Looks like jumps reduce power strength in a multiplicative fashion and disregard enhancement values, which is nice. The 7th and last jump seems to be 50% as effective, regardless of enhancements and power boost. Now for powers: Empowering Circuit does NOT stack with itself, which seems weird considering the power has similar recharge rates to Siphon Power from Kinetics. This is not stated in the tooltip either. While it would be kinda OP if did stack, since it can be active on up to 7 teammates at the range of 40% to 20% per buff (200% to 100% buff per teammate at max), Kinetics and Nature would still trump the set. If the cap is raised to 255 that's a different story, but i'd still like the damage buff to be stronger if it can't stack in favor of a longer recharge timer. Amp Up's recharge buff is underwhelming at 5 stacks, giving only 31.5%. Its damage proc is underwhelming as well, giving about the same damage as an interface proc while costing endurance. EDIT: this is a bug, the proc is a pure endurance drain, not damage, and should only apply to the target. Discharge is skippable unless your secondary is Electrical Blast, since Discharge has no -recovery. Shock is an awful power, it needs a -res component to be a relevant pick. The powerset has enough static builders without it. Overall the power level of the set is quite on the low-end since its offensive support is on the same level as sets like Empathy, and Empathy offers self protection and league heals the set lacks. Even if the chain cap is raised to 255 to make its league heals and buffs better, Empathy still has the advantage of being much sturdier thanks to its PBAoE heal and Regen. -
Keep in mind the set has almost nothing else in terms of offensive support (recharge buffs aren't amazing). And that sets like Kinetics and Nature exist. I would be fine with the changes you propose if the set got some non-stacking -res into Shock and/or scaling -regen into Discharge. Edit: Still need to see how the damage proc from Amp Up performs though.
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Give Trick Arrow ESD Arrow instead of EMP Arrow
Auroxis replied to oedipus_tex's topic in Suggestions & Feedback
I agree that TA needs a buff but replacing existing functionality like -regen isn't the way to go. It's not about being "extra nice", just don't rock the boat when there's no need for it. Buff what the set has or add stuff on top of it, don't remove features. -
The Broken Brutes Effect (please buff them)
Auroxis replied to blackswan's topic in Suggestions & Feedback
As @DR_Mechano said both Stalkers and Scrappers out-DPS Brutes. As for Tankers, once you reach end-game levels with team damage buffs and/or a complete build, their AoE damage output is pretty much identical, if not superior in certain scenarios. As for ST damage output, at the end-game Tankers aren't that far-off from Brutes (some builds even have identical performance) and have more burst since you don't need to build Fury. So while there may be some issues, they're with class identity and not with balance. -
It can farm with RoP, you just need to either run city maps or be more active with your insps in moon maps.
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Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Tanker Primary Power Set: Super Reflexes Secondary Power Set: Savage Melee Power Pool: Fighting Power Pool: Speed Power Pool: Sorcery Ancillary Pool: Mu Mastery Hero Profile: Level 1: Focused Fighting -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(3), LucoftheG-Def/EndRdx(3), LucoftheG-Def/EndRdx/Rchg(5), LucoftheG-EndRdx/Rchg(5) Level 1: Savage Strike -- SprGntFis-Acc/Dmg/EndRdx/Rchg(A), SprGntFis-Dmg/EndRdx/Rchg(7), SprGntFis-Acc/Dmg/Rchg(7), CrsImp-Dmg/EndRdx(9) Level 2: Focused Senses -- Rct-ResDam%(A), Rct-Def/EndRdx/Rchg(9), Rct-Def/Rchg(11), Rct-EndRdx/Rchg(11), Rct-Def/EndRdx(13), Rct-Def(13) Level 4: Maiming Slash -- SprGntFis-Rchg/+Absorb(A), SprGntFis-Acc/Dmg(15), SprGntFis-Dmg/Rchg(15), CrsImp-Dmg/EndRdx(17), CrsImp-Acc/Dmg/EndRdx(27) Level 6: Agile -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(17), Rct-Def(19) Level 8: Practiced Brawler -- EndRdx-I(A) Level 10: Dodge -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx(21), Rct-Def(23) Level 12: Evasion -- LucoftheG-Def/Rchg+(A), Rct-Def/EndRdx/Rchg(19), Rct-Def/EndRdx(21) Level 14: Boxing -- Empty(A) Level 16: Vicious Slash -- Hct-Dam%(A), Hct-Dmg/EndRdx(29), Hct-Acc/Rchg(31), Hct-Acc/Dmg/Rchg(31), Hct-Dmg/Rchg(31), Hct-Dmg(45) Level 18: Lucky -- ShlWal-ResDam/Re TP(A), ShlWal-Def(33), ShlWal-Def/EndRdx(33), ShlWal-Def/Rchg(33) Level 20: Tough -- UnbGrd-Max HP%(A), UnbGrd-ResDam/EndRdx(34), UnbGrd-ResDam(34), StdPrt-ResDam/Def+(34), GldArm-3defTpProc(36), ImpSki-Status(46) Level 22: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(36), LucoftheG-Def/EndRdx/Rchg(37), LucoftheG-EndRdx/Rchg(37), LucoftheG-Def/EndRdx(37) Level 24: Blood Thirst -- GssSynFr--Build%(A) Level 26: Hasten -- RechRdx-I(A) Level 28: Rending Flurry -- Arm-Dam%(A), Arm-Dmg(36), Arm-Dmg/EndRdx(39), Arm-Acc/Rchg(39), Arm-Acc/Dmg/Rchg(39), Arm-Dmg/Rchg(40) Level 30: Mystic Flight -- WntGif-ResSlow(A) Level 32: Spirit Ward -- Prv-Absorb%(A), Prv-Heal(40) Level 35: Rune of Protection -- Ags-ResDam/Rchg(A), Ags-EndRdx/Rchg(40), Ags-ResDam/EndRdx/Rchg(42), Ags-ResDam(42) Level 38: Savage Leap -- SprMghoft-Acc/Dmg(A), SprMghoft-Dmg/Rchg(42), SprMghoft-Acc/Dmg/Rchg(43), SprMghoft-Dmg/EndRdx/Rchg(43), SprMghoft-Acc/Dmg/EndRdx/Rchg(43), SprMghoft-Rchg/Res%(45) Level 41: Quickness -- Run-I(A) Level 44: Electrifying Fences -- Acc-I(A) Level 47: Ball Lightning -- Rgn-Knock%(A), Rgn-Dmg/EndRdx(48), Rgn-Acc/Rchg(48), Rgn-Acc/Dmg/Rchg(48), Rgn-Dmg/Rchg(50), Rgn-Dmg(50) Level 49: Taunt -- Range-I(A) Level 1: Brawl -- Empty(A) Level 1: Gauntlet Level 1: Prestige Power Dash -- Clr-RunSpd(A), Clr-EndRdx(29) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Clr-RunSpd(A), Clr-EndRdx(27) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Clr-Stlth(A), Clr-RunSpd(25) Level 1: Sprint -- Clr-RunSpd(A), Clr-EndRdx(23) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Pnc-Heal/+End(A), RgnTss-Regen+(25), NmnCnv-Regen/Rcvry+(46), NmnCnv-Heal(50) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(45), PrfShf-EndMod/Rchg(46) Level 1: Blood Frenzy Level 50: Agility Core Paragon Level 50: Rebirth Radial Epiphany Level 50: Melee Core Embodiment Level 50: Banished Pantheon Core Superior Ally Level 50: Void Radial Final Judgement Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: The Atlas Medallion Level 0: Task Force Commander Level 50: Degenerative Radial Flawless Interface ------------