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Everything posted by Arcadio
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Focused Feedback: Power Changes (Build 1)
Arcadio replied to Arcanum's topic in [Open Beta] Focused Feedback
I'm having a hard time believing RoP losing 1/3 its duration is destroying the power, especially when it was buffed in other ways. With that being said, I definitely agree that these pool T5 powers should be stronger across the board. More so considering that the classes most likely to trivialize the game all have defensive secondaries, meaning they don't get much out of these powers. Where as squishy ATs have only a handful of places to get decent defenses without becoming a billion-dollar build. -
Focused Feedback: Travel Power Updates (Build 1)
Arcadio replied to Arcanum's topic in [Open Beta] Focused Feedback
Speed phase is thematically very cool, but technically it's kinda weird that you get such little benefit for an "only affecting self" power. If it's going to stay as this sort of out of combat power, it would be nice if it behaved like afterburner or maybe gave some +rech or other defensive benefit while on. -
Focused Feedback: Power Changes (Build 1)
Arcadio replied to Arcanum's topic in [Open Beta] Focused Feedback
You can see in mids the duration of the fast snipe, it's the cast time minus the interrupt time. As far as I can tell, they're all on second or more. And only a couple are actually one second. -
Focused Feedback: Travel Power Updates (Build 1)
Arcadio replied to Arcanum's topic in [Open Beta] Focused Feedback
It seems when double jump detoggles, the visuals for superjump are disabled until you toggle it off and on again. -
I love this idea. I've been thinking about armor T9s a lot recently and maybe they're not as useless as I first thought. Originally with my ice/regen stalker, where I feel like MoG is a must-have for the survivability. And for my DP/Fire sent, I know I can't build for capped defenses comfortably, so now RotP is another tool. I cycle between barrier, unleash potential... and death, and it actually keeps me going pretty decently. It's also just fun to have dying be a part of my attack chain 😄
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Here's a build I was thinking about, Its got pretty high s/l/e defense and permadom without hasten. Maybe having defenses this high is useless since earthquake is a pretty significant to-hit debuff, but I like not needing to be on top of the cast every time. Villain 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 Natural Dominator Primary Power Set: Earth Control Secondary Power Set: Martial Assault Power Pool: Leaping Power Pool: Fighting Power Pool: Leadership Power Pool: Teleportation Ancillary Pool: Mace Mastery Villain Profile: Level 1: Fossilize -- BslGaz-Acc/Hold(A), BslGaz-Acc/EndRdx/Rchg/Hold(37), BslGaz-Rchg/Hold(40), BslGaz-EndRdx/Rchg/Hold(40) Level 1: Shuriken Throw -- Empty(A) Level 2: Thunder Kick -- SprAscoft-Rchg/+Dmg%(A), Hct-Dam%(3), Hct-Dmg/EndRdx(3), Hct-Acc/Dmg/Rchg(5), Hct-Dmg(5), Hct-Acc/Rchg(7) Level 4: Trick Shot -- Dcm-Build%(A), Dcm-Acc/Dmg/Rchg(17), Dcm-Acc/Dmg(31), Dcm-Acc/EndRdx/Rchg(34), Dcm-Dmg/EndRdx(37) Level 6: Quicksand -- Slow-I(A) Level 8: Salt Crystals -- CaloftheS-Heal%(A), CaloftheS-Acc/Rchg(9), CaloftheS-Acc/Sleep/Rchg(11), CaloftheS-Acc/EndRdx(11), CaloftheS-EndRdx/Sleep(17) Level 10: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 12: Stalagmites -- SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(A), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(13), SprAscoft-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(13), SprAscoft-EndRdx/Rchg(15), SprAscoft-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(15) Level 14: Kick -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(48), KntCmb-Dmg/Rchg(48), KntCmb-Dmg/EndRdx/Rchg(48) Level 16: Envenomed Blades -- RechRdx-I(A) Level 18: Earthquake -- DarWtcDsp-ToHitDeb(A), DarWtcDsp-ToHitDeb/Rchg(19), DarWtcDsp-ToHitdeb/Rchg/EndRdx(19), DarWtcDsp-Rchg/EndRdx(31) Level 20: Dragon's Tail -- FrcFdb-Rechg%(A), Arm-Dam%(21), Arm-Dmg/EndRdx(21), Arm-Acc/Dmg/Rchg(23), Arm-Dmg(29), Arm-Acc/Rchg(31) Level 22: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(23) Level 24: Weave -- LucoftheG-Def/Rchg+(A), RedFrt-EndRdx(25), RedFrt-Def(25) Level 26: Volcanic Gasses -- BslGaz-Acc/Rchg(A), BslGaz-Rchg/Hold(27), BslGaz-EndRdx/Rchg/Hold(27), BslGaz-Acc/EndRdx/Rchg/Hold(29) Level 28: Caltrops -- Artl-Acc/Dam/Rech(A), Artl-Acc/Dam(50), Artl-Dam/End(50), Artl-Dam/Rech(50) Level 30: Stone Prison -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/EndRdx(43), Thn-Acc/Dmg(45), Thn-Dmg/EndRdx(46), Thn-Dmg/Rchg(46), Thn-Acc/Dmg/Rchg(46) Level 32: Animate Stone -- ExpRnf-+Res(Pets)(A), ExpRnf-Acc/Dmg(33), ExpRnf-Dmg/EndRdx(33), ExpRnf-Acc/Dmg/Rchg(33), SvrRgh-PetResDam(34), SlbAll-Build%(34) Level 35: Masterful Throw -- StnoftheM-Dam%(A), StnoftheM-Dmg/EndRdx/Rchg(36), StnoftheM-Acc/Dmg(36), StnoftheM-Dmg/EndRdx(36), StnoftheM-Acc/ActRdx/Rng(37) Level 38: Explosive Shuriken -- Apc-Dam%(A), Apc-Dmg/EndRdx(39), Apc-Dmg(39), Apc-Acc/Rchg(39), Apc-Acc/Dmg/Rchg(40) Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), RedFrt-EndRdx(42), RedFrt-Def(42), RedFrt-Def/EndRdx(42), RedFrt-Def/EndRdx/Rchg(43), RedFrt-EndRdx/Rchg(43) Level 44: Maneuvers -- LucoftheG-Def/Rchg+(A), RedFrt-EndRdx(45), RedFrt-Def(45) Level 47: Combat Teleport -- ToHit-I(A) Level 49: Personal Force Field -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Domination Level 1: Quick Form Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 10: Shadow Recall -- Empty(A) Level 2: Swift -- Empty(A) Level 2: Health -- Pnc-Heal/+End(A), Mrc-Rcvry+(9) Level 2: Hurdle -- Empty(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(7) Level 50: Intuition Radial Paragon ------------ ------------ Set Bonus Totals: 18% DamageBuff(Smashing) 18% DamageBuff(Lethal) 18% DamageBuff(Fire) 18% DamageBuff(Cold) 18% DamageBuff(Energy) 18% DamageBuff(Negative) 18% DamageBuff(Toxic) 18% DamageBuff(Psionic) 9.75% Defense(Smashing) 9.75% Defense(Lethal) 6% Defense(Fire) 6% Defense(Cold) 17.88% Defense(Energy) 17.88% Defense(Negative) 6% Defense(Psionic) 7.88% Defense(Melee) 15.69% Defense(Ranged) 6% Defense(AoE) 4.5% Max End 4% Enhancement(Held) 128.8% Enhancement(RechargeTime) 4% Enhancement(Stunned) 4% Enhancement(Confused) 4.4% Enhancement(Terrorized) 8% Enhancement(Immobilized) 52% Enhancement(Accuracy) 13% Enhancement(Sleep) 13.5% SpeedFlying 91.56 HP (9%) HitPoints 13.5% JumpHeight 13.5% SpeedJumping MezResist(Confused) 37.5% MezResist(Held) 37.5% MezResist(Immobilized) 37.5% MezResist(Sleep) 37.5% MezResist(Stunned) 37.5% MezResist(Terrorized) 37.5% MezResist(Teleport) 100% (20% chance) 16.5% (0.28 End/sec) Recovery 36% (1.53 HP/sec) Regeneration 24.5% Resistance(Smashing) 24.5% Resistance(Lethal) 35% Resistance(Fire) 35% Resistance(Cold) 23% Resistance(Energy) 23% Resistance(Negative) 20% Resistance(Toxic) 20% Resistance(Psionic) 13.5% SpeedRunning
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I haven't played sonic or electric, but from my experience with time and mental I would go with mental for a full blown melee blaster. I say that mostly based on how strong drain psyche can be. On my ice/psi dom I have nearly perma DP and at saturation you have Instant Healing levels of regen, so staying alive in melee really isn't much of a problem. Also the set has some more mitigation in the spammable psychic shockwave that'll stun a couple of enemies each cast while doing good damage. It also has World of Confusion, which realistically isn't that effective, but if you slot contagious confusion proc it can be pretty spicy when it works. Time on the other hand has a nice built in stun protection in it's T9, and it of course has the recharge buff and resistance to help you keep a stronger rotation going. Its also got two strong melee attacks whereas psychic just has mind probe (which is excellent). Its PBAoE does more damage than shockwave, but it doesn't offer any more mitigation which might make things a little harder. Overall I like both the sets, but for a blapper I would personally go with mental just because shockwave is one of my favorite powers period. And WoC is pretty.
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When choosing to customize warshade starless step, the animation completely goes missing regardless of colors picked. Same behavior as live currently.
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Some of the powers for peacebringers are using the dark pallet. Luminous Blast: Bright Nova Blast Bright Nova Scatter Bright Nova Detonation Solar Flare Luminous Aura: Energy Flight Combat Flight White Dwarf Strike White Dwarf Smite White Dwarf Flare White Dwarf Sublimation White Dwarf Step Quantum Flight Also I just noticed that the WS version of combat teleport when set to the dark theme has no FX at all regardless of color.
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Focused Feedback: Blaster Secondary Revamp
Arcadio replied to Jimmy's topic in [Open Beta] Focused Feedback
No one has ever bothered to address the reason given for the change in the patch notes, that the set is too safe. Instead people just make up what they think the reason is. Unless you want to address the central point you're not making an argument, you're just saying "I don't like it." That's not something to have a conversation about. But somehow a couple of people have managed to go 20-something pages repeating that sentiment over and over. Which is actually kind of aggravating when I want to read how people feel about the other changes, but it's drown out by "TA has no melee attacks." -
I've always wanted a weapons assault set, maybe with a LRM clone snipe. It's only martial and maybe savage that have a natural theme right now. I would also love a devices-like control set, like being green goblin with the hysteria gas.
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Focused Feedback: Blaster Secondary Revamp
Arcadio replied to Jimmy's topic in [Open Beta] Focused Feedback
TA still is still "lacking in incentives to get into melee range," the problem that is being addressed according to that statement is "the sets being a tad too safe." -
Focused Feedback: Blaster Secondary Revamp
Arcadio replied to Jimmy's topic in [Open Beta] Focused Feedback
You get free accuracy in the sustain. There's kb protection, +rech, and +def in a toggle. Basically a second nuke in OSA. And again, everything can be used at range. Is there a reason it needs a range buff as well? Is it underperforming? -
I've been thinking about Sonic Resonance a lot recently, it's so across-the-board outclassed. It's a shield/debuff set like cold, but cold is amazing while people forget sonic exists. Now part of that is that defense buffs affect everyone essentially equally while squishy people get less out of resists, and part of it is that the set bonuses for resistance really don't compare to those for resistance. But the biggest part I'm disappointed with is how sonic debuffs resistance by such a middling amount given that's just about all it does. Maybe most of my problem is with the Achille's Heel proc doing a whopping -20% on any power that has -def, but in something like sleet specifically, with just that proc it out does sonic in an aoe. Whereas sonic can debuff half the aoe and then the rest on one target. Maybe if Liquify were something that could be used every spawn like sleet there would be actual competition between the sets, but now it's just pathetic. Also, I need to know in whose imagination does turning into a granite golem make you punch softer? I can accept the movement and recharge debuffs, they make thematic sense. But -damage on top is just too much. I used to love Stone Armor, but then I started making builds 😞
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Focused Feedback: Teleportation Pool Revamp
Arcadio replied to Jimmy's topic in [Open Beta] Focused Feedback
1. 🤷🏽♂️ I feel like fly and SS are both almost as difficult to use in closed maps, but TP is by far the fastest travel option outside. 2. The +tohit is stronger than tactics, which is still a pretty popular power. I've been playing around with combat tp and I've seen almost constant uptime (on a medium recharge build), often double stacked. I feel like it would be especially helpful below lvl 50 and on SO's where missing is more frustratingly common. Edit: Although I will say this is much easier to do on a melee character where they just want to jump to whichever enemy. 3. TP is still the fastest crossing the zone, but it definitely is annoying in the last few jumps to get to an obscured door. It is a little annoying that it needs both range and end enhancements to be great though, whereas others just need their movement enhancement. -
Focused Feedback: Blaster Secondary Revamp
Arcadio replied to Jimmy's topic in [Open Beta] Focused Feedback
Oh I see, ya it's level 50. The patch notes just said ~80% of base damage so that's what I thought I was getting. -
Focused Feedback: Blaster Secondary Revamp
Arcadio replied to Jimmy's topic in [Open Beta] Focused Feedback
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Focused Feedback: Teleportation Pool Revamp
Arcadio replied to Jimmy's topic in [Open Beta] Focused Feedback
Wormhole is a Birkin, FS is a ziplock IMO. There's no stepping on Wormhole because FS isn't seeing the degree of control you have over enemies' positioning, nor is it disabling them. And if you can't take 16 mob aggro, why are you soloing missions where they spawn in groups of 16? Also, does hover not benefit range classes more? Group fly? Unleash Potential, Rune of Protection, Acrobatics? They're all more useful to some archetypes. -
I see there's a lot of opinion in this thread, so I'll add mine. I do enjoy travel in this game. I like navigating the city, and something about the mundaneness of waiting for the train is refreshing. Even though I have LRTP on (one of) my main character, I almost never use it because I'd rather run or TP to the train. So I don't necessarily care what happens with these dozen or so portal options, I'll just continue not using them, but I will say that that uninhibited access to portals at all levels absolutely affects perceived liveliness of the zones. Of course there's still intra-zone travel after TPing to a zone, but that travel is one-way. That's half the travel cut out of each zone, and it's noticeable, especially when every low level character can do it with little to no investment.
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Focused Feedback: Energy Melee Revamp
Arcadio replied to Jimmy's topic in [Open Beta] Focused Feedback
I still do wish BU could generate focus, just so the added functionality can be used occasionally before getting TF. -
Focused Feedback: Energy Melee Revamp
Arcadio replied to Jimmy's topic in [Open Beta] Focused Feedback
In what way is barrage, or any power, becoming less "skippable" a con? -
Sure, here it is:
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Focused Feedback: Teleportation Pool Revamp
Arcadio replied to Jimmy's topic in [Open Beta] Focused Feedback
It's essentially the same thing as jaunt on speed of sound, which have been in the game for a while. -
Here's a quick build with no purples, and I was able to get permadom without hasten. It should be able to get permadom at a pretty low level while you're fighting since, in my experience with /earth, the ff on tremor procs almost every time. I also got dim shift, so you can replace that with whatever you want. http://www.cohplanner.com/mids/download.php?uc=1479&c=670&a=1340&f=HEX&dc=78DA65944B53D35014C76F9A14287D51CAA3142896470B7DD9887BC701649087EC5CD6085532139B9A848E2C5DF805DC80E0387E02BF83DFC1C74A67D4B58FBD03F570CFBF2D6332CDFC7ACF3D8FFF3D27C9F6B3D5C8BBF5E7B784125FB10CD7ADADDA4FCC86E1D94EFF8EE11D3A86A50ABAFAE9CE76B76A2B76C3736CABB2EE182DD33BEAAC677A1EB75DD738B4BCCA9AE178079D9518DEB529EA8EEDECD56BF6A3DA7DD3B2E2D2B45537F6EB8E7B60361372BDD16899AEF9D0B4287BA4E3D1341B8FD36B4D73AFB241F1DB86EBD59DA39EE01469CCD15D928A2FAFB626CE08794D68C7CCC113F0153372CA3C897663E84797285316852DAAF22120C4B426021FC14F4CED33F394A255E9DC0EAA2FC8A66B62A8CD9C17AA64FE82D7F97366E12FB342DB41A80D426D1F54F541E500540FE014DE224FE4526DBF54EB9225044B282D64E633521546E630329791B98CCC3A32EBC89CA0B4513E49203AAAC83CB10CE78B6599AF296F1CB5E245B6E9748A04BA9540B786D1AD61746B04DD6A91D6247425635C636490990A83116626CA8C92AE51E81A85AE31E81A83AE18F98C43D7387C6E90AE094C66E29027916E824F99531EE832333F34C93774CE49E89CAC738DCC3E33FB0034C03D6695524C43C334742D936D06BD99F9C23DB8F61DFC067E65A6A889B3EC1B9C0D0465FC9C025EB0AE39C1EBF9735ECFBFA7D8A426DE92DE053EABB680D81C6273F0CD21368F5C93546F11FD5944CF96E22066B384D914308B02663345B145F4A7887A25D42BA14E0975CBA897A6980A622ABB9CE7FA3D7013DC61EADB9833CDB5CA1A45151AA7B4FFDFD7D99EA5BD59E8FD2FF83CAB3E8BEEB32CFB2C377D962D9F6557EB7E3384222DA121215428F93948BBCAD5DDDF3D8BA264F9E91BBAABC837F197CFFBCF55EF63FE7A445E32FF018C8DF65F
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Focused Feedback: Teleportation Pool Revamp
Arcadio replied to Jimmy's topic in [Open Beta] Focused Feedback
You can't jump out of quicksand with cj. You can't keep hovering when impaled.