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naraganeun

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Everything posted by naraganeun

  1. Build 3 tri-cannon soundFX change: I don't know if it's my computer, the change or because I'm autistic-- but the new sound is especially painful. It sounds like +10000 bass.
  2. Was able to solo Arachnos with an Ars/Cold controller +4/8x post build 3. I really enjoy the "combo field finisher" effect it reminds me of GW2 blast field finishers: 1. Sleep Grenade + Smoke Canister = double pulsing sleep + confuse ⚠️Confuse does not seem to be enhanceable-- neither the first nor subsequent applications 2. Sleet + Liquid Nitrogen = double pulsing knockdown + immob ⚠️ Sleet is not applying Wet, but it should because sleet is a slushy of rain and hail 3. Flash Bang + Fissure(+FF proc) = stun stacking This set can create 3 fields of CC to cover a large area of mez. Confuse/dettogle zone, stun zone, and KB+immob zone. Similar to Earth Control-- trading hold field for confuse field. I'm a fan of the Wet idea. But I'm worried there are not enough sets to synergize with it. Perhaps the field could check if a mob has passed a -runspeed/-flyspeed threshold to freeze their... mobility appendages? That way powerful slows like those found in Time Manipulation or Ice Melee can contribute.
  3. After testing Stone/Cold controller solo on both CoT and Arachnos x8/4+ I feel that the Frostwork adjustment is amazing. My pet had a habit of pulling extra groups, but between Spirit Ward (sorcery) and Frostwork, it allowed my pet to take the alpha and give me enough time to set up controls. It's a wonderful change. Theoretically speaking, it could make cold a great tank support. Especially when the tank is taking in void damage.
  4. Does the vuln -resistance to regeneration work like Acid arrow in TA where it allows the rest of the team's -regen to work better? If so, sentinel has a real chance at having a competitive spot in a 3 or 4 star ITF
  5. So upon further testing, I see a bit of an issue with how siggy can partition groups. It might just be my perception, but there is an variance in how strong the draw-in effect of Gravitation Pull brings in mobs. The closer to siggy the stronger the draw-in. because of the 60ft to 45ft radius change, this exacerbates the issue of siggy splitting groups, this is maybe because siggy likes to sit at least 60ft away. As you can see in the image, siggy has split a clump of mobs into different sections: from left to right, the mobs that are within siggy's range but not the pull, the mobs in the weak succ zone, and lastly the mobs that succumbed to the strong succ zone. This of course still happened with the original 60ft radius, if siggy chooses to attack one of the mobs on the outside of the group it happens again--only the stronger draw-in zone is proportionally bigger, making it less likely for mobs to sit in the weak zone. I'm not sure what a solution for this could be. Perhaps a lower cooldown on siggy for readjusting positioning, and 5 second resistance buff to give us a chance to rebuff it? edit: found somewhat of a workaround, you can TP your siggy around with team tp or teleport target
  6. How in the world did you guys program a reverse repel?! a circle of invisible repeling pseudopets? flying pseudopets casting Telekinesis on mobs inside the radius? 😂 Absolutely loving this singularity change. It's clumping mezzed L54 bosses into one place like a proper tank. We might have to take a look at options for sound effects on the pet, it hurts my ears a bit with a large group of mobs. 😅 And of course like others have mentioned, positioning and recharge options so we don't accidentally pull mobs off the tank and onto the squishies near the pet.
  7. That sounds messy alright. No wonder some things have 1000000000% resist to XXXX, just to resist something like a mag 2 hold 😹
  8. Still wishing for higher magnitudes on TP powers... is this a game balance issue or just game engine issue?
  9. I was basing it off the patch notes. The icon does make it seem like it should be location based though shouldn't it? I wonder if EMP arrow, if it stays in its new form will have the faraday cage border.
  10. 1: glue arrow is still a target aoe 2: EMP arrow doesn't affect friendlies at all, only enemies. No resistance boost on either caster or ally.
  11. I think this suggestion got buried by a big pile of other suggestions. Hopefully with more people trying out TP powers we will get some updates on the mag values!
  12. Is there a way to access the accolade easily on the test server? I'd like to play around with the UI before I try earning it on live
  13. Just tested Fold Space and Wormhole and they both cannot TP bosses at +4 difficulty. Teleport Target cannot even teleport a lieutenant at +4. I think this could be an easy fix if all PvE enemy TPs mags was changed from 4.10 to 5.10. Though I doubt anything is an easy fix with this spaghetti code of a game. Fingers crossed. As others have mentioned, a defense portion to combat teleport would be really nice! Fold Space is a very powerful ability in a high recharge people and that extra defense component can help out with recharge with powersets that are lacking in defense mules. Also, not sure how this worked before but if you slot interrupt reduction on the TP target friend version, it doesn't actually cut down the interrupt time. Sure you won't be interrupted but the 3.17 + 2.00 cast still plays out as opposed to using the 3.17 + 0.92 reduced interrupt cast. Again not sure if interrupt reduction ever reduced total cast time.
  14. OMG this is WAY more than I was hoping for!! I love love love you guys. Positioning of mobs is my favorite playstyle and you guys have totally added more for that playstyle! I'm beyond stoked. Can't wait to test this.
  15. Once things settle down, why not recruit more developers? I was looking at the future developer volunteer thread and there are some pretty skilled developers looking to help!
  16. Using Legacy Ninja Blade, and Celestial Mace (for arachnos mace patron pool) on stalker -non-snipe redrawed weapon attack in stealth to AS, quick AS activated successfully -AS in stealth into non-snipe drawed weapon, long AS activated and second weapon drawn successfully -AS from stealth into redrawed snipe (quick snipe activated successfully) -long snipe from stealth into AS (quick assassin's strike activated successfully) Build up seems to have no adverse effect in any of these rotations, nor does using a no-redaw snipe like Moonbeam. So far, everything seems perfect on the Stalker side considering stealth changes cast times for AS 🙂 Blaster Long snipe into no-redraw rifle attack, katana showed up and animated Katana attack into Long snipe,katana showed up and animated, no-redraw quick snipe activated regular no-redraw attack into katana attack, katana shows up and animates fine katana attack into regular no-redraw attack, katana shows up, regular no-redraw attack animations as well using a drawn rifle produces same results, katana shows up regardless. I can't replicate the invisible 'tana
  17. Now that corrosive vial is a pseudo-pet does this mean the dmg boost is capped at 300% and powers like build up won't affect its damage?
  18. have yall played against the talons of vengeance in dark astoria? they summon huge auto hit fields that will demolish your team without a dominator or heals. that's a perfect example of a mob glow-up that makes the game more challenging
  19. I'm working on a savage melee stalker myself... it has crazy aoe potential. Which is not expected of a stalker. Ran some tests last night to see how many build ups I could proc... turns out you can dish out four build ups consistently in between dark regeneration, rending flurry, fire ball and savage leap. self damage capping with savage's big radius attacks was so fun I forgot to test how to handle single target situations. I think in a full team 4 stacks might be better use for hemo since you are already at 30% crit rate... meaning AS will crit 96% at 2 stax of assassin's focus.
  20. Ice control on doms has a few issues: -Lower -recharge values than controller -domination does not boost confuse magnitude nor proc chance of Arctic Air -no low cooldown hard cc options like Flashfire, Wormhole or Heart of Darkness -Flash Freeze (aoe sleep) is virtually useless in teams, even at magnitude 6 Despite that, ice control is PRETTYYYYYY which is why I mained an ice/energy domination back on live 🙂 On the plus side electric has one of the strongest build ups of dominators-- 68% strength to all dmg types! and is 1 of 3 dom build ups that can slot a gaussian proc. Elec has really good single target damage, and it's smash/energy which is less resisted than most damage types! (https://www.reddit.com/r/Cityofheroes/comments/c9yaot/general_enemy_average_damage_resistance_numbers/) Because electric has no survivability options like drain psyche, I would recommend pairing it with something like gravity or earth which will completely lock down enemies letting you do whatever you wish to them!
  21. At least for psionic assault, subdue is the only power that takes them
  22. I'm a grav control main so I went back to the pin on discord to see how this was discussed. From what I read it's about increasing the wormhole magnitude not target cap. Target cap is at a whopping 16 targets. I would be over the moon if the TP magnitude was increased though... tanker -range taunting will have to do for now 🙂
  23. anyone heard anything from devs on here or discord? Would love it if they could just do a quick edit of wormhole mag value from 4.10 to 5.10 or something so we could TP bosses at +4 without having to pop an ultimate insp (and having an alpha +1 shift)
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