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Everything posted by Sovera
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page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
No, but, if having the names/bars enabled then unless if fighting +5 then the boss will always be a different color (even mobs = all white, lieuts yellow, boss orange, etc). -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
Unrelated to the issue at hand, but toggling on names and HP bars (this can be macroed on and off) allows to spot bosses at a glance rather than relying on tabbing. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
This was what helped me with Attune. I complained about the muscles memory too and pressing it as if it was an attack when it's a toggle. But, like you, I have a second row where my buffs go like Build-up. So I placed it there and it sank into my mind it was a buff rather than an attack which cut down on muscle memory. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
Scrappers and Stalkers do seem to be getting good numbers. I haven't seen (or missed) Brute testing. But yes, I predicted Attune being used like that in the very first iteration in CB. For Attune to be more casually used it would/will require to do good upfront damage (even if the nature of the quick recharge means no good proccing) since then it is not like dropping a Radiation toggle but dropping an attack that chunks half (?) a minion's HP, which then *never* feels useless to put on any target. As it is, on a Brute, the last iteration I tested had it do something like 30-40 upfront damage. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
Go easy on the forum pvp, Shin. But yes, numbers might be more helpful. Personally my Brutes have been getting bad pylon times (I did not test the latest iteration). We're talking between 2.55 to 3:14 while procced to the gills to push the envelope. To put it in perspective other tests ran at the time with the same setup were getting 2:10. 2:10, for my Brutes, is darn good. 3 minutes is mediocre. Again, not tested on the newest iteration. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
I confess it didn't look bad to me either, but I saw a snipe so that must be a Scrapper. As someone who usually plods along with Tankers whittling mobs down it look good enough, but for a Scrapper I imagine not. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
There have been several iterations of the power so far. Do these procs activate on anything but the initial application? Or a chance per DoT? If it's just the initial application and considering it's only used once per enemy it looked like a good place to mule an unimportant ATO. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
I see mentions of 'stll have to take both T1 and T2'. Unless that feedback is old, or I misunderstood something, Attune has been reworked to give something to *all* powers of the set and is no longer linked to just the first two powers. Please re-read the newest patch notes. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
This is good feedback as well. 'Sonic' melee with hand motions doesn't fit. It might if we change it to 'Vibrations' (we do have a couple iconic 'vibration' based characters and they did their thing with hand/arm motions). But those who did did not scream at their characters because, well, vibrations. Then we have the iconic sound characters from comics and their thing is screaming at enemies, not do arm motions. This mix of both doesn't solidify the theme. My own choice on this would be having two sets of animations, one with arms, one screaming, even if there is only so many ways to scream at someone. At this point in time the set doesn't scream (heh) Sonic to me and could just as easily be moved to Vibration. Even the resonance effect is nothing more than vibration (sound is a vibration) so the Attune idea could stay as is, and other than some roleplay name changes (Migraines wouldn't even need to be changed). The good thing is that Vibration *could* let characters scream (again, sound is a vibration), but Sonic waves from hand thrust is harder to match. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
Preaching to the choir, bro. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
Though it feels like regression I'm not sure if Attune should not revert to being the T1. Yes, for approximately 30 seconds if someone takes Attune first they will have a toggle instead of an attack, but using Brawl/origin power and 30 seconds later of hitting white mobs with 100% XP on and they are level 2. This is not hyperbole, I can replicate this if needed. This would *still* mean taking the T1 and T2, but not a T3 as well. (I've no idea what the new T3 would be). Gimmick would still be in place. T2 would empower the T1 (Attune), maybe the other powers would empower it as well. I know this approach has been tried but the set has been iterated since. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
Yes, we've had this talk. The devs want to try something new, Let them cook. If they could improve the numbers a bit for the T1 T2 play the set's nearly there in terms of damage since I was getting three minutes on a pylon with no snipes or whatever. 30 seconds off and it would be about there, IMO. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
Accuracy matters for both upfront and each DoT's tick, damage increases the DoT's damage, and encurance some since it's a toggle. Recharge is the only thing not needed since it recharges in 2 seconds. If you find it behaves differently please report to the devs. -
I see a distinct lack of answers. Did you manage to figure things out?
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page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
I've been mentioning this as well. Stalkers/Scrappers have been getting good numbers (IMO, under 1:30) with pylons, but Brutes have been steady at 3 minutes on pylons. Which could just be my crummy builds too. I've tried taking the T1 and the T2, procbombing both, then Attune and Earsplitter. I've tried taking the T2, and Sandman's Whisper, proccing both, then Attune and Earsplitter. All 3 minutes with his version a good 20 second slower (3:13 where the above got 2:55 on average). Maybe taking all five ST powers is required so that Attune is booming with both T1 and T2 and then using Sandman's and Earsplitter, but I can't fit five ST attacks, nor do I even want to. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
Attune is annoying to reapply but it does do upfront damage (not a lot though, around 40 damage as a level 50). The upfront damage does compensate for the reapplying since it is the same as just hitting the target, and then each subsequent hit is boosting the DoT. The problem with DoTs is the quick nature of the game. We rarely go into a group of enemies and take more than 30 seconds to lay them all down between BUs and AoEs. So, outside of pylons where we place the toggle once and don't need to re-apply the quick nature means having to reapply all the time on low HP enemies like anything under a boss. Perhaps to make it more interesting the upfront damage needs to be increased and make it more of an attack. That said in regular play we usually focus on a boss while AoEing the rest so I can see how Attuning the boss will be something done once or twice per group rather than picking one minion at a time to re-apply. But I had already predicted in CB that in a team setting the quick nature of the game will probably have people not fussing with Attune. Which is... okay, I guess? We don't have damage meters, and if the mobs are dying that fast then what are we complaining about? But as it is right now, soloing on a Brute, the damage feels great while leveling but falls off at max level. On a Brute, I insist. Stalkers have had some really good pylon times. But I don't find 3 minutes, with procbombs, to be decent, and I say this as someone who doesn't play with Glooms and such. All my times tend to be with characters who only use the skills in their power sets so that's what I'm comparing with. -
page 3 [FOCUSED FEEDBACK] New Melee Set - Sonic Melee
Sovera replied to The Curator's topic in [Open Beta] Focused Feedback
Ran few pylon tests on a Brute. T1, T2, Attune. Earsplitter: average of 3 minutes (2:54, 2:55, 3 minutes). Rotation of Earsplitter, T1, T2, T1. Both T1 and T2 had 4 procs trying to get more damage. T2, Sandman's Whisper, Earsplitter: 3:14. Rotation of Earsplitter, Sandman's Whisper, T2. Both T2 and Sandman's Whispers had four procs out trying to get more out of them. In my opinion the ST damage is a tad low and we're not rewarded enough by Attune's jank. But it levels really well as the early Attune DoT damage is great, but it doesn't scale in the end game. Suggestion, boost Attune's dot to get more oomph from Fury, and maybe allow it to crit for the other ATs?? Or just buff the numbers a bit since I tested neo Spines with the same setup and had consistent 30 seconds less (2:30 on average) and Sonic is supposed to be a ST centric set while Spines has better ST now but is still meant to be the AoE set. -
Yes.
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Ah, hello again, Dian.
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I routinely receive them with questions about builds, so something's amiss.
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I did wonder why I was being included in this conversation. But yes, most things look good on paper but don't actually add much. Look at damage auras. Anyone running a damage meter will see how much they added to the total damage. But if a mob needed two AoEs to be arrested then those five interim ticks of the damage aura added nothing as a second hit was still required. But those five ticks spread over 10 mobs inflate how valuable it is. I've why I never found -res procs to actually shave much time if at all during regular mission tests.
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Things changed, but you were right. I dug into the options and one the export tabs had the option to do it by text. Hero Tanker Build plan made with Mids Reborn v3.7.14 rev. 3 ────────────────────────────── Primary powerset: Energy AuraSecondary powerset: Fiery MeleePool powerset (#1): FlightPool powerset (#2): LeapingPool powerset (#3): FightingPool powerset (#4): SpeedEpic powerset: Energy Mastery ────────────────────────────── Powers taken: Level 1: Kinetic Shield A: Luck of the Gambler: Defense/Increased Global Recharge Speed3: Shield Wall: +Res (Teleportation), +5% Res (All)3: Shield Wall: Defense5: Shield Wall: Defense/Endurance5: Shield Wall: Defense/Endurance/Recharge Level 1: Scorch A: Superior Might of the Tanker: Recharge/Chance for +Res(All)7: Superior Might of the Tanker: Damage/Recharge7: Superior Might of the Tanker: Accuracy/Damage/Recharge9: Superior Might of the Tanker: Damage/Endurance/Recharge9: Superior Might of the Tanker: Accuracy/Damage/Endurance/Recharge11: Touch of Death: Chance of Damage(Negative) Level 2: Fire Sword A: Superior Gauntleted Fist: Accuracy/Damage15: Superior Gauntleted Fist: Accuracy/Damage/RechargeTime17: Superior Gauntleted Fist: Damage/Endurance/RechargeTime17: Touch of Death: Chance of Damage(Negative)19: Touch of Death: Accuracy/Damage19: Achilles' Heel: Chance for Res Debuff Level 4: Combustion A: Superior Gauntleted Fist: RechargeTime/+Absorb21: Superior Gauntleted Fist: Damage/RechargeTime21: Superior Gauntleted Fist: Accuracy/Damage/Endurance/RechargeTime23: Superior Avalanche: Accuracy/Damage/Endurance23: Superior Avalanche: Recharge/Chance for Knockdown25: Eradication: Chance for Energy Damage Level 6: Entropic Aura A: Invention: Endurance Reduction Level 8: Power Shield A: Shield Wall: Defense/Endurance25: Shield Wall: Defense/Recharge27: Shield Wall: Defense27: Shield Wall: Defense/Endurance/Recharge Level 10: Energy Protection A: Reactive Armor: Resistance/Endurance29: Reactive Armor: Resistance/Recharge29: Reactive Armor: Resistance Level 12: Dampening Field A: Reactive Armor: Resistance31: Titanium Coating: Resistance31: Reactive Armor: Resistance/Endurance31: Reactive Armor: Resistance/Endurance/Recharge33: Titanium Coating: Resistance/Endurance Level 14: Hasten A: Invention: Recharge Reduction33: Invention: Recharge Reduction Level 16: Hover A: Luck of the Gambler: Defense/Increased Global Recharge Speed33: Reactive Defenses: Scaling Resist Damage Level 18: Energize A: Preventive Medicine: Heal34: Preventive Medicine: Heal/Endurance34: Preventive Medicine: Endurance/RechargeTime34: Preventive Medicine: Heal/RechargeTime36: Preventive Medicine: Heal/RechargeTime/Endurance36: Preventive Medicine: Chance for +Absorb Level 20: Build Up A: Adjusted Targeting: Recharge36: Adjusted Targeting: To Hit Buff/Recharge37: Adjusted Targeting: To Hit Buff/Endurance/Recharge37: Gaussian's Synchronized Fire-Control: Chance for Build Up Level 22: Energy Drain A: Synapse's Shock: EndMod37: Synapse's Shock: Damage/Rechage39: Synapse's Shock: EndMod/Recharge39: Synapse's Shock: Damage/Recharge/Accuracy39: Synapse's Shock: Damage/Accuracy/Endurance40: Synapse's Shock: EndMod/Increased Run Speed Level 24: Fire Sword Circle A: Armageddon: Chance for Fire Damage40: Armageddon: Damage/Endurance40: Armageddon: Recharge/Accuracy42: Armageddon: Damage/Recharge/Accuracy42: Armageddon: Damage/Recharge42: Armageddon: Damage Level 26: Fly A: Winter's Gift: Run Speed, Jump, Flight Speed, Range/Endurance Level 28: Evasive Maneuvers A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 30: Greater Fire Sword A: Hecatomb: Chance of Damage(Negative)43: Hecatomb: Damage/Recharge43: Hecatomb: Damage/Recharge/Accuracy43: Hecatomb: Recharge/Accuracy45: Hecatomb: Damage/Endurance45: Hecatomb: Damage Level 32: Combat Jumping A: Luck of the Gambler: Defense/Increased Global Recharge Speed Level 35: Power Armor A: Gladiator's Armor: TP Protection +3% Def (All)45: Reactive Armor: Resistance46: Reactive Armor: Resistance/Endurance46: Reactive Armor: Resistance/Recharge Level 38: Focused Accuracy A: Invention: Endurance Reduction Level 41: Physical Perfection A: Performance Shifter: Chance for +End Level 44: Kick A: Superior Blistering Cold: Accuracy/Damage46: Superior Blistering Cold: Damage/Endurance Level 47: Tough A: Unbreakable Guard: Resistance48: Unbreakable Guard: Resistance/Endurance48: Unbreakable Guard: +Max HP48: Unbreakable Guard: Resistance/Endurance/RechargeTime50: Steadfast Protection: Resistance/+Def 3% Level 49: Weave A: Luck of the Gambler: Defense/Increased Global Recharge Speed50: Reactive Defenses: Defense50: Reactive Defenses: Defense/Endurance ────────────────────────────── Inherents: Level 1: Gauntlet Level 1: Brawl A: Superior Blistering Cold: Accuracy/Damage/Endurance11: Superior Blistering Cold: Accuracy/Damage/Recharge Level 1: Sprint (Empty) Level 2: Rest (Empty) Level 1: Swift A: Invention: Flight Speed Level 1: Hurdle (Empty) Level 1: Health A: Panacea: +Hit Points/Endurance13: Miracle: +Recovery13: Numina's Convalesence: +Regeneration/+Recovery Level 1: Stamina A: Performance Shifter: Chance for +End15: Performance Shifter: EndMod Level 14: Afterburner Level 1: Special Set Bonuses
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Not sure how to post in written form other than manually writing every single IO by hand. Perhaps a screenshot will serve instead: