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Sovera

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Everything posted by Sovera

  1. A 'superman' is too powerful to be properly replicated. Remove that and you have a 'mystical warrior'. Which in the comics is just a standard warrior but with floaty runes since they go around kicking and punching people. I'd consider fire Melee for the flamey swords and Fire Breaths. Give yourself a cosmetic aura and no need to take Mystical Flight, but Mystical Flight does come with Arcane Bolt which looks suitably magic-y. Mystical warrior could also be the above but with dual swords skinned to look magic-y. Shazam is a dull mystical warrior since it's basically same as regular superman but once in a while shoots lightning. You get that with SS and Inv and Ion incarnate.
  2. Not much difference for Yin for me. I had to choose between Cleave and Fiery Embrace and took Fiery Embrace Might be smarter to take Cleave to complete the attack chain though.
  3. I have a Fire/Axe Tanker I tried. Consume is a good endurance clickie but there was no endurance problems at 50 with all slotted in. My attempt at doing Yin looked somewhat fine despite being detoggled a few times thanks to the super stunners. I'm not sure how other armor sets will manage if they don't have endurance reduction. I know I eyeballed and built a Stone/Axe for the lava theme and Mids said there was no way it would work without changing Musculature to Cardiac. I can post either if you'd like a look but it's pretty generic.
  4. Fire Armor is not particularly harmed in AoE. But post some numbers in the FA feedback thread of your tests so that we can compare.
  5. I became a bit suspicious of results and to collect more data I went back to live to test the Fire/MA Tanker on a pylon. On live: 4:56 4:37 4:55 4:34 Brainstorm test with new Burn that spawns a second patch during FE's duration: 5:26 5:45 I distinctly remembered 4 minutes and even went back to check on my Tanker thread which confirmed it. That's when I realized what had happened: the 4 minutes was on early builds that used Assault which I've stopped using since. So I'll go back and edit my posts. The damage loss still exists though, but it is from 4:36/4:56 to 5:26/5:45 minutes instead. Pretty darn close despite the doom and gloom posts.
  6. A pure Nova build (with slips to other forms when needed of course, but 95% Nova) does appeal a bit to be played like a Sentinel. But lack of a nuke and a CC protection toggle fights against the idea. That said there are people that play petless MMs.
  7. Not being able to use Fly with Seismic means I never even tried Seismic. It does seem like fun, but, no flying? What is this, discount super heroes? 😜
  8. Are we doing the thing where 'devs play a class/AT and that's why they buff them'? Because it's a favourite conspiracy theory. I would rather look at it as meleers are a crushing percentage of the population because they are immune to CC, do good damage, are sturdy enough to make ranged cry. Thus the content is made thinking that meleers will stroll in like mini demi gods. Did the knob get turned too far and now ranged are preferred? Yeah, maybe, that's the nature of metas, they seldomly are static and will shift according to new variables.
  9. Enemies also had Fire Breath. While it did not stack from the same source it did from different sources so it was an endless spam of numbers lasting 45 seconds.
  10. I always use Musculature as well, but it's only about 15% damage boost despite the tooltip saying 45% (hit something with Alpha 45% slotted, remove it, hit the same something again. Calculate difference). While 15% is good it's not exactly an overwhelming loss to try a different alpha. But none of them come off as interesting (there's a reason our choices always hover over Musculature or Cardiac) so big muscles it is.
  11. I still remember the WoW attempt. Players came out of it saying most of the advice and suggestions was ignored despite repeatedly coming out with math and explaining how it worked out outside of spreadsheets. The attempt died after that. But that's a typical WoW feedback forum. As much as we have people complaining here I have seen a lot more backtracking and attempts at shifting things than I remember in WoW.
  12. IR carries Rad Melee like Burn carries/carried Fire Armor. But where Fire Armor is having a pass Rad Melee is just being straight up nerfed. Imagine Fire Armor having Burn fixed but not being tweaked like it is now. I would suggest not touching IR until ready to give Rad Melee a do over. I imagine the set can be salvaged with animation tweaks or perhaps altering the Contaminated mechanic.
  13. Testing the new new changes. Same Fire Armor/Martial Arts character: Pylon, Burn that spawns a second burn patch when FE is up, Fiery Embrace used: 5:26 5:45 Times on live: 4 minutes 4:56 4:37 4:55 4:34 Trapdoor test: 5:43 5:51 Times on live: 6 minutes. As mentioned in the previous test Burn is not particularly affecting ST damage if this was the intent. Maybe animation shaving on top of this will help since each of the changes separate removes about 30 seconds from the test. Perhaps before adding it to the PTS someone on the private test server could test adding 10/15 seconds to FE and see the results? Heck, I'll do it if someone points me where to sign up.
  14. Current Burn does damage and then makes a patch of fire appear under each enemy in range. Since all the patches hit everyone it makes every enemy take damage from multiple patches. Then the mechanics also made damage procs fire a second time. Now Burn does damage and then summons just one burn patch. Damage was upped to offset this and tests so far show that the AoE clear is almost the same as before (despite the doom and gloom). On the other hand the single target damage has suffered greatly with the difference between current and test server being about 50% less damage. For a character, not 50% less for Burn. Beta testing is still ongoing so devs might still do something about this.
  15. Preach it. Adding Burn to the rotation can many times help to sub a weaker attack or even fix rotations that have gaps such as EM. I'm not condoning it, but I do understand the desire for an AoE to remain for AoE uses. So far we have an obvious knob to increase ST damage so we will have to wait and see what the devs want to try. At worst they just might decide it's fine as is but that's speculation and pessimism rolled into one.
  16. Well, I'm a huge fan of Fire Armor if no one guessed it. But I don't farm. Not sure where I sit in that bullet list. So far what we do have is the usual 'reads-the-patch-notes-and-immediately-and-loudly-complain-about-X' crowd doing their usual shenanigans. Tested so far the changes to Burn did not affect (much) the clearing time of missions. It did affect the ST damage though by lowering the ST damage by as much as 50%. Which is brutal. But the beta testing is not finished yet and I expect that there might be more revisions down the line (hopefully).
  17. I just peeked at the detailed info instead of checking City of Data, but And yeah, there are some bits and bobs that add both QoL and a bit more survival (max HP from new Consume marry well with more regen from Temp Protection), but it's still not a bastion of survival. As I tested above Burn still adds decent AoE and goes well with poor/late AoE sets, and Fiery Embrace adds a nice chunk of ST damage. But the set has degraded from 'squishy but the offense based armor'. At this point both Stone Armor or Bio will add more ST and Rad Armor adds more AoE (but Fire Armor still bridges the gap by doing both). Beta testing isn't over though so let us wait for the next round (do wish we had a bit of communication going but I can understand the devs growing jaded and cynical when they try).
  18. Yeah, but without putting too much emphasis into it it's also a point made in bad faith. This mythical scenario implies the build has zero recharge slotted (it's Burn, it's an AoE, people will want it slotted for recharge), no global recharge, no Hasten, and the immobilize protection lasts 1:40 minutes anyway so even in that scenario Burn would be back before the immobilization protection had worn off.
  19. No? The recharge has been reverted.
  20. The pull from Cyclone Axe is not affected by the Tanker inherent. At 21f the mob is untouched At 15f it does. This might be on purpose but then might want to add the info to the power such as other similarly not affected by the inherent powers also have.
  21. Yes, backed by numbers preferably.
  22. I'm not sure how useful this will be to anyone but I'm throwing more data: how much does Fiery Embrace add in terms of damage in practical terms? Same tests as before but not using Fiery Embrace at all. Fire Armor/Martial arts character. Previous tests with new Burn having shorter animation and 45 seconds recharge and using Fiery Embrace: 6:13 6:07 Previous test with new Burn with the old slow animation and 25 seconds recharge and also using Fiery Embrace: 5:54 Trapdoor, Build-up used, but not Fiery embrace: 6:27 6:16 I think it is safe to say the times are near the same with or without Fiery Embrace. The impact is small if it takes six minutes to shave 20 seconds. Previous pylon testing with new Burn, shorter animation and 45 seconds recharge, Fiery Embrace used: 5:27 with Burn used. 5:12 with Burn used. 5:36 without Burn used. 6:06 without Burn. 6:12 without Burn. Previous pylon test with new Burn, old animation and 25 second recharge, Fiery Embrace used: 6:10 with Burn 5:54 with Burn. Pylon test, Build-up used, no Fiery Embrace: 7:54 without Burn being used. 7:48 with Burn used. Large impact on ST damage. I think that this is actually pretty good. It compartmentalizes things. Added AoE is the responsibility of Burn and extra ST is the demesne of Fiery Embrace, ergo tweaks to ST or AoE have a knob so each facet of damage can be tuned up or down. It also finally bears some weight of my instinctive claim made in the past years that if Burn was touched then Fire Armor would crumble. As seen it was carrying near by itself all of the offense in the offensive armor. My suggestion is to leave Burn alone (the shaved animation would be nice but as seen it only helps in replacing the weakest attack. Without the animation being shaved it is not a gain to use in ST) since despite the kneejerk reaction at seeing it fixed/nerfed the changes made to it ensure it remains a good AoE addition that has (nearly) the same times as on live with the multiple procs. Instead touch up Fiery Embrace if desiring to give back ST damage to the set.
  23. Yeah, I know, if it was meant for me I tested after the patch which is where the 30%-ish single target damage drop became 50% with the animations no longer shaved.
  24. You are quite right. NPCs ought to keep the old Fire Breath. I suppose even for players there is some value in Fire Breath-ing once at the start of the fight (rather like the nuke you compare it to) and then ignore the power until the next spawn. Though I think players would rather have Fire Breath get the Frost treatment (I mean, I'm a player, so I count, right?).
  25. I can see how the devs will reason that Burn is an AoE and so it should be something extra, a bonus, to help with the attack set it is paired with. But not to replace or be used for ST. If that is the reasoning I get it. But while I say the devs nerf with a gentle hand until things are adjusted this is currently a 50% damage loss on single target. Not 5% or 10%. And yes, it came from a bug, but also yes, it has been like this since... when? IOs were introduced? PPM was changed? Not one year or two years. Players picked Fire Armor and knew what to expect. The small bumps in defense and the QoL (while deeply appreciated) do not stop Fire Armor being picked for offense of which 50% is currently shaved. I have no special suggestions to make if they are even accepted since that 50% loss might be considered acceptable and/or warranted, but perhaps transfer more power to Fiery Embrace either by reducing the CD or increasing the effect?
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