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Everything posted by Arcadio
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I use smoke flash. It's not just one crit like I thought it was, it's all crits for the duration. So it's a great up-time buff for one or two of your pets.
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I think they mean broken as in OP with the kb->kd
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I'm going to start this post out with a disclaimer: I have no idea if this is natively possible/how much work it would take to implement. I was wondering if anyone else would be interested in having a challenge server where IO drops and/or the auction house is disabled. Potentially incarnates too. There has always been a lot of discourse around balance at the SO level, and I think it could be pretty fun/interesting to play on a shard where no one has any exaggerated defenses or damage. I think it would at least leave room for some of the softer ways of dealing with enemies. I'm also curious about how many people are actually interested in playing with only SO's. So here's a poll!
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I like my regen pretty well. The absorb isn't double HP it's a base ~50HP absorb that stacks 5 times generating a new stack every 3 seconds, so maxed out it's an extra 500 HP and 30 HP regen which is pretty nice IMO. Instant regeneration by itself is pretty good for keeping you alive, but regen really shines when you have some more mitigation. My regen is Archery/Regen so there's little mitigation in the primary and I have to rely on pools and epics, but he's pretty surprisingly survivable. With elec, you should be able to drain groups decently so that'll definitely help push regen further. It also helps that elec is one of the stronger blast sets by itself.
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Does anyone know if this applies for pseudopets like rains?
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I like the idea of a toggle with a timer, but I'd prefer it were more like PB's quantum flight. IH could shut off a large portion of the regen after a given period of time but stay running with some +regen. And/or increase end cost after a period of time, and stay that way until it's toggled off with a moderate recharge.
- 68 replies
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- regen
- regeneration
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Dominators need Illusion Control
Arcadio replied to lumberjack jill's topic in Suggestions & Feedback
If it turned out that needed to happen I would want to see some other changes to make it different, instead of just a watered down Ill control. -
Dominators need Illusion Control
Arcadio replied to lumberjack jill's topic in Suggestions & Feedback
Mind is only weak on controllers because it has no pet to aid in damage, and no good way to set up containment consistently in an aoe. It's better on dominators because doms don't need a pet for damage and the aoe controls benefit from the high recharge needed for perma-dom. Dominators are in no way generically better than controllers, in fact most controller combos are much more capable of doing hard content than most dom combos. -
Dominators need Illusion Control
Arcadio replied to lumberjack jill's topic in Suggestions & Feedback
Period! -
The armor sets are all quite different from the melee versions, and different in interesting ways. Allegedly sentinels aren't as survivable as scrappers and stalkers, but that has not been my experience (maybe because I love melee regen). My other favorite ranged AT with mez protection is a perma-dom, but those are pretty expensive to build. And the defenses are so much more active it leaves so much room to mess up and die. Which is not the case for sentinels.
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If the purpose of the character is to crit a bunch for the sake of criting then it should be a stalker, true. Scrappers are doing just fine how they are now.
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I really don't think AF needs to be more consistent. It may be annoying to not crit with AS every time, it's ultimately irrelevant. It still gets a large chance to crit from each stack, and it's better to just continue your rotation anyway. And we can get good numbers doing so. I would be interested in placate becoming something more useful and not almost universally skipped. Something like just reducing the cast time and recharge could freshen up the stalker attack rotation meta. But I disagree that stalkers NEED a buff.
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Absolutely. MC is more like a nuke to me with the damage proc. It tags almost everyone with a little damage and I can just walk away, the group's dead.
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Offensive opportunity adds a small damage proc to all of your attacks while it's active, and it's activated by your T1. Defensive adds a chance to heal & restore end with each attack, and it's activated by your T2. The main benefit is the res & def debuff that both have on the target you activate it on.
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I love sentinels... thematically. But the inherit has got to go. If you're playing with a team, by the time you build up opportunity the mob is mostly dead. Bosses half alive, and you get to choose to amp damage on one of them or not use your T1 or T2 until the next group. It feels beyond terrible to play. And these hypothetical-team-pylon numbers are... short sighted to say the least. (Most developed builds are going to have a source of -res, generally blasters and all melee ATs get much better rotations, etc) It's giving peak forum "statistics." I personally don't care if sentinel scalars get pushed up, I'm going to keep playing mines regardless. But only having an inherit on one target "50%" of the time just feels dreadful.
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/bio shouldn't be mentioned in a question of balance. We all know what bio does. (or //psi for that matter)
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- pvp
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I like reducing the taunt effect while keeping the power essentially the same, it's definitely less OP in most cases. The only problem I could see is that it's still able to permanently control single hard targets like AVs/GMs. (Whether that's actually a problem I don't think so but others might disagree) That's probably true, I was just hoping it could check for an effect and if the target doesn't have it it could use a different rule. But I'm not sure there are any examples of that in the game right now, oh well. I really like this idea, I would love to see a ST terrorize like mind has mesmerize. I think the only other powers like that are the one in dark melee and presence pool. And terrorize is such an underused control type, could be pretty spicy. Hold on now I'm seeing the stalker/dominator crossover I've always wanted! 😍 I love the placate as a defensive option. Shifting Images is an good idea too. If an aoe buff is going to stay, having it enhance attacks is a much more dominator-y way to do it.
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Homecoming's 2nd Anniversary - Echo Plaza, Festivities & The Future
Arcadio replied to Jimmy's topic in Announcements
I had some ideas on how illusion might be adapted to dominators 😬 -
You can just run the SBB to get an Overwhelming Force, it's pretty fun and it shouldn't take more than around 20 minutes. You can do it once and convert whatever you get, or you can just run it as much as you want. Contrary to what it says, you can choose the enhancement reward as much as you like. Just remember you can only use Overwhelming Force one time in your build.
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I agree after playing around with the aoe CC in blaster secondaries. Especially with the nin pocket sand with a purple proc, it's up there with seeds. Still, I take the aoe holds for a panic button/basi gaze mule.
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I remember it doing this since I've had my /poison. It's the hit effect I think, though I do kinda wish it were changed.
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I disagree with this common notion that +def is useless at high level. I've played enough at 50 to know just how many people don't have IO builds at all, or just aren't even 50 yet. And that's fine. Also especially for a mastermind, your pets don't get better defenses after 40 and that's your priority. I like force fields myself, but if you want more to do you can get some attacks out of your epic and proc out your force powers. I recomend KO blow on leviathan mastery, it's a really nice chunk of ST damage to supplement your bots.
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Hi everyone! It is once again, yet again time to discuss porting Illusion Control to dominators! I understand there are several problems with moving Illusion as it exists now onto dominators, both with powers that have no synergy in domination and the permanent set-it and forget-it control of phantom army. So I feel like the set should just be reimagined as 'Illusion Domination' the same way controllers have 'Darkness Affinity.' Some powers I think might need changing: Spectral Wounds: Somewhat redundant for dominators... but it's flavorful, and we already have lift and propel, so it can stay. Blind, Deceive, Flash: all fine Superior Invisibility: I personally would want to see a return to dominators' villainous roots and give them a chance to crit out of invisibility. Either a critical hit with damage or a critical control/domination for one move. I think either one would make the set unique and fits what I would expect from illusion back when doms were villain only. Group Invisibility: I don't think this power fits the flavor of a dominator at all. I would prefer to replace it entirely with a more active defensive option which I'm going to call 'Smoke and Mirror' Smoke and Mirror: TAoE toggle (like dimension shift). Targets inside the AoE have a tohit debuff applied when attacking targets outside and vice versa. (I just really like dimension shift as a power and wish there were more powers like it) Phantom Army: Now this is the sticking point, always has been. PA is a problem as-is because a) it's instant and permanent control over your targets. b) the things do pretty decent damage themselves. c) dominators also do pretty significant damage themselves, especially when they don't need to cast their controls in between attacks. I think it's understandable that the devs don't want dominators to have PA as it is in controllers. However, I personally also am not interested in a diet-PA on dominators so I suggest just replacing it with 'Phantasmagoria.' Phantasmagoria: For this replacement, I imagined it essentially being like Gang War or Hell on Earth where you would summon a swarm of weak phantoms with low health. I think for these to make sense as part of a control set, each attack should have a chance to apply a low-mag confuse or stun just like an interface proc. To keep in the spirit of aggro management of PA, they should have pretty high AoE defense so that they require at least one direct attack to get rid of. I think between them being able to CC with their attacks and requiring direct attention to get rid of, this would be a decent interpretation of CC and damage through pets that keeps the flavor of what PA does without being that unstoppable force. Spectral Terror: I used to think this needed to be changed, but I've recently seen that Animate Stone gets domination with its seismic smash, so why couldn't this? Sounds fine to me. Phantasm: Maybe with the removal of Group Invisibility it may want some stealth built into its resistance power (which I'm only just finding out it doesn't already 🤔) but otherwise it's just fine to me. How do yall feel about Illusion on dominators?