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naraganeun

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Posts posted by naraganeun

  1. 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.

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  2. 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.

  3. 14 hours ago, GM Arcanum said:

    gravitycontrol_singularity.png.93725e305afe5288447a739c9840b451.png Gravity Control > Singularity

    • Singularity will now slowly pull enemies towards it, allowing it to make much greater use of the Repel effect

      • Gravitational Pull (Pull power)
        • Fixed display name
        • Now uses the icon for the Singularity summon to make it easier to see in PVP
        • Radius reduced to 45' in PVE, 30' in PVP
        • Now requires line of sight
        • No longer alerts enemies
        • Increased reliability of the pull effect
      • Repel (KB power)
        • Can now only knock a given target once every 4 seconds
        • No longer has a lower chance of hitting targets when a KB>KD IO is slotted
        • Sound fx when repelling an enemy is now quieter


    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

     

    Spoiler

    or maybe just toss out Dimension Shift in favor of a stationary Gravitational Pull patch😈 😈

     

     

    succ.jpg

    • Like 1
  4. 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. 

  5. 21 hours ago, Bopper said:

    1 is not a bug, it has always been a Target AoE. That is the designation that is given when a pseudopet is summoned at the location of a target. 

     

    Glue arrow does have a bug though, it is still doing the TAoE effect along with the patch effect, causing an unintended double-stack of debuffs.

    image.png.677de19d08f4576bb9ba31334a444a58.png

    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. 

  6. 2 hours ago, pwntoon said:

    This has been mentioned a couple times but I'd like to throw my voice in for fixing the teleport magnitude mechanics as it relates to bosses more then +2 levels over the player's level. There's a long running thread in Feedback and Suggestions talking about how Wormhole is affected by this, and now with the introduction of Fold Space, this power is also affected by it.

     

    Fold Space and Wormhole are arguably not viable powers if they can't be used to teleport bosses more than 2 over your level. Particularly at lower levels this is very painful, because if the team lead is one level higher than you, teams running at +2 will break foe teleport powers. But even at end game content, plenty of teams run at +4, and it's nearly impossible to use Fold Space or Wormhole on normal groups. 

     

     

    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!

  7. 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.
     

    • Like 1
  8. On 6/10/2020 at 9:35 AM, Jimmy said:

    We're all still alive - real life has just been incredibly busy for many of us in recent months. Most of this is due to (or made signiciantly worse by) Coronavirus-related problems, and some of it just really bad timing. For the moment we're having to prioritise the small amount of free time we have available for the project, which means some things aren't getting much attention. The talks are still ongoing, and as that's the most important thing for the long-term goals that Homecoming has, it is the priority.

     

    From a development standpoint there's several things which are in progress (some of which are nearly ready for testing), but right now we don't actually have the capacity to run live development, testing and iteration on those features (see the Enhancement changes being stuck in limbo for an example of this). Once that capacity returns we'll start to see stuff hitting the test servers again.

     

    Whilst all of this is going on it's still a priority of ours to ensure the consistent and stable operation of the server. Our fantastic GM team has been critical in facilitatin this, so please be sure to thank them if you see them around 🙂 

     

    Can we really update the game without nerfing regen?

    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!

  9. 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

  10. 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. 

    • Like 1
  11. 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! 

     

  12. On 1/20/2020 at 6:35 AM, GM Miss said:

     

     

    Weekly Discussion 20: Controllers

     

    •    Increase Wormhole target cap
     

     


    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 🙂
     

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