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JayboH

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Everything posted by JayboH

  1. I guess I would have to try that Dark build to get a feel for it, I always grab the Haunt pets. If a player has enough recharge, could you maybe skip Possess or Fear? maybe not due to bonuses. I prefer dominators to controllers, but then we aren't talking about Poison.
  2. Yup. Such an odd proc choice, where the more pieces of the set you get on a power, the less effective the proc becomes.
  3. I'm sure the completion times difference would make a lot of sense if you consider tidge and others are spending more time trying to survive than you. I wouldn't skip the power but I could understand not turning it on unless I was sure aggro was taken care of - even then it can strip aggro as mentioned earlier in the thread. Again, even in the 8 ft scenario we are talking half debuffed targets for the majority. I dislike having to spam different targets with the exact same power to get my full debuff from this set, unlike any other debuff set. Jump in with VG, jump back out for Neuro, etc. Just messy silliness. I WANT to love this set, but that's why I brought it up - I wish it got some dev love.
  4. Nice, do you happen to know the answers to my questions regarding the proc?
  5. ...which is counter to using OG to stack mag levels. -speaking of Absolute Amazement, I never understood the proc. If everything is designed around stunning your target, why would you care if they get hit with a to-hit debuff? Does the full set stun duration outlast the to-hit debuff proc? Etc.
  6. I have tried to get Dark Pit some buffs a few times over the years. It costs a lot of endurance, it has low base accuracy, it has a low mag stun, and the stun is short. How do you slot yours up? I usually skip it entirely. I could see combining it with Oppressive Gloom if you grab Clarion perhaps.
  7. Yeah it's still going to be a ton compared to others - you have to build for max possibilities and then tune it right, then remember powerset strength when a player doesn't have all the pets, and also test it to see how it does without the training powers at various levels, etc. Also how does it do with incarnate abilities, etc.
  8. Can I see your build
  9. Traps, which has a lot of it Dark Miasma's Dark Servant if you count tentacles Force Bomb in FF Whitecap in Marine Fallout in Rad Storm has a bunch Trick Arrow's oil slick
  10. Well there you go, the powerset is odd.
  11. One of my main focuses in the original post was to point out how wonky the two main debuffs are however - that only the main target gets a full strength debuff and even then it is not the highest debuff you can get on the main target because if you hit a nearby target with the same debuff only then will the first target get the full+splash debuffs. If a target is hit with two splashes, do they stack if the targeted enemy is different for each splash? It's weird as heck, and then as I mentioned you have a power that encourages melee range while also having a ranged cone combined without the ability to survive being in melee depending on the scenario.
  12. If we are going to discuss the strength of a set we should probably acknowledge its state when using strictly SOs since the claim is always that they cater balance to them. This goes beyond the first step of the direct opposite of that, by not even using sets designed to enhance an ability to its highest strength but to use every power available to hold procs that do stuff the powers were never designed to do. Very fun though, that's for sure.
  13. If I include stuff like LOTG, you have a whopping 45 procs on this character.
  14. I almost never go with flight/hover on any characters. Rock shards is an early pick so it's fine until much later on, since that's when you get Stalagmite - but changing a set to cater to noob behavior isn't a great idea in the first place. Relying on Shockwaves to cause knock does sound more like noob behavior than empowering Shards. I agree with you on the nuke.
  15. It tickles enemies. Ever try it on a Defender, even fully loaded with SOs (if we are talking about intended balance?)
  16. No I usually make a macro like this: /macro DM "petcom_all dismiss" Works normally.
  17. Not only that, I've had issues running Tinpex where most teams tp you to Neuron/Bobcat. The pets seem to never arrive. If I dismiss them, I can't resummon them. I will stand there doing the summoning animations and no pets appear. I've also had a number of instances where the pets are all right there in front of me and none of them appear in the Pets window. MM wonkyness
  18. Yeah I mentioned earlier I've seen it strip mobs from melee AT's aggro. Isn't it weird what you have to do to get the other two debuffs at full strength on targets (referencing the splash mechanic specific to this set.)
  19. Yeah, that's my goal too, but I've seen aggro stripped due to proximity with Venomous. Would be kind of cool to see mobs slowly run as if Venomous was a moving caltrops patch maybe. I don't suppose you have a build you enjoy that you could share?
  20. Interesting. Keep a set weak on purpose as a reason to use Vengeance in the Leadership pool. What do you proc up and with what? My guess is that the idea is to really super load Poison Trap and toss Weaken before jumping in with Venomous, since the goal is to get in the middle of mobs with it. Strong reminder here that a powerset balance relies on using Single Origin Enhancements... You'll need that high damage debuff because of the anemic heal apparently.
  21. Help me understand. This set could use an overhaul at first glance. The heal is anemic and more importantly slow moving unlike other single-target heals from other sets. Could benefit from having a splash AOE mechanic or have the toss sped up a bit. The way the two main debuffs work is that in order to get a target to have the full debuff, you need to spam the main target and another nearby target with another casting. The AOE splash debuff outside of the main target only get hit with half the debuff you just tossed, and the area of effect for both is only 8 feet. Envenom and Weaken - the end cost is fine and the AOE is fine it's just the weird half-measure part that bugs me, as they seem to have been designed to encourage spamming more than once every mob. Even if you cast it twice, those that aren't directly selected only get two half-debuff effects layered (if they even stack.) Neuro breath is fine, I kind of wish the breath animation for all breath powers were a little quicker but I have no complaints against this power. I like Elixir of Life. It adds fun flavor to a rez. No issues. Antidote is fine. Would be nice as an AOE like Kinetic's but this works fine as is. Paralytic Poison hold is kind of odd here. It seems to be a clone of Petrifying Gaze in Dark, and both could use some flavor. Perhaps just give it a decent toxic dot? Poison Trap is ok, I know it's not as great as the Traps version but I can't say anything bad. The endurance drain component is an interesting choice. Venomous Gas - ok, here is the big one. Nice strong power, good size, end cost makes sense, but outside of the other two debuffs you don't have much to help you survive being in the middle of mobs. Granted, that's not the case with controllers/masterminds using it but defenders and corruptors don't have that luxury. You have a PBAOE that grabs aggro and at the same time have a cone power with a slightly long animation in the same set with no buffs or heals for yourself. The tohit debuff is weaker than direct target Weaken's, and there is a small damage debuff in here, but I still think overall this set kind of works against itself in some ways, and the way the splash debuffs work just means you spend less time doing other non-poison set stuff, or you just attack more often against lightly debuffed targets instead. It would have been cool to have some DoTs added to a set with this theme.
  22. That makes it sound like it's based on whatever their longest animation must be, then followed by additional delay
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