Jump to content

Hopestar

Members
  • Posts

    218
  • Joined

  • Last visited

Everything posted by Hopestar

  1. Do take into account the available level though, in which Tar Patch is level 1 and Disruption Arrow is level 18 for Defender, meaning you can use it in a lot more content, whether it's necessary for that content is another story entirely. Not quite on topic, but that 10% of content you mention is also when EMP Arrow is actually useful.
  2. @brass_eagle I just can't understand the fact they think Oil Slick = a Blaster Nuke when a blaster nuke is average 250 damage and Oil Slick is 240 damage but only with 75 perfect rolls over 15 seconds, at 1.0x accuracy, in a 7' radius, from a pseudopet's pseudopet that won't take your enhancements into effect. None of what you said is correct, so I don't think you know what you're talking about, but I know I can't change your ideas, so you can either stop flaming everyone in this thread, or I can report your posts.
  3. I'm going to admit, I haven't read through this entire thread, but I'm going to give my feedback on Trick Arrow anyway. Power Changes (Numbers provided are Defender values) Entangling Arrow Immobilize duration reduced from scale 15 to scale 7 No longer has a -Recharge debuff Now applies a 30s -Res debuff - So with Entangling Arrow, it's in a pretty ok spot debuff-wise, I think this is a fine change except I think the Immobilize duration should be increased to 10, to help with leveling and it is named as an Immobilize power after all. Glue Arrow -Recharge debuff increased from -20% to -40% Debuff duration increased from 30s to 60s - Ok for what it does, but counter intuitive to Oil Slick Arrow which I'll go over later. Ice Arrow Increased the -Recharge debuff from -12.% to 25% Now applies a 60s -Special and -Damage debuff - The buffs are ok, but what it has originally, the speed debuffs are an unnecessary afterthought of just because it's "Ice" it should slow movement, but this set already has a ton of movement control, too much even. I suggest increasing the hold duration to 10 seconds to coincide with the rest of the effects being 10s and allowing it to be a lot more useful for the end cost on Corruptors and Masterminds. Poison Gas Arrow -Damage debuff now lasts 60 seconds -Damage debuff increased from -31.25% to -50% Half this debuff is now irresistible - Honestly, the damage debuff is nice, but at least increase the Sleep to mag 3 or change it to a Hold. Sleep is just a bad status to have for anything other than keeping some other group from waking up that you aren't fighting yet, in which the -damage debuff is pointless. Move the sleep to Glue Arrow and give this between Caltrops and Freezing Rain damage. Acid Arrow Debuff radius increased from 8ft to 15ft (damage still has an 8ft radius) -Res debuff moved to Disruption Arrow This power still has a -25% defence debuff Now applies a -heal resistance debuff (heals on the target will be less effective) Halved in PvP Now applies a -special resistance debuff (Endurance, ToHit, Regen, Recovery, Recharge Time, and Endurance Discount debuffs against the target will be stronger) Debuff duration increased from 20s to 45s 20s in PvP This power has a new icon - Increasing the radius to 25ft and the damage to 15ft whilst also increasing the damage to be equal to Traps' caltrops (2.78 damage) while keeping the 21 ticks will do nothing but help the set cover it's still very many holes, since you've got so many Immobilizes that enemies end up not getting hit if you're unable to corral them into a single spot; increase endurance cost to 10.40 to balance. Disruption Arrow Target cap increased from 10 to 16 Now applies a -MaxEnd debuff and takes Endurance Modification enhancements and sets -Res debuff doubled (moved from Acid Arrow) Only one Disruption Arrow can be maintained at once Recharge decreased from 60s to 30s Duration increased from 30s to 45s - The -5 MaxEnd feels like an afterthought because the only thing that helps is if you have endurance drain in the set as well. As it stands, the only endurance drain is in the T9, EMP Arrow in which you're waiting for it to recharge before the -MaxEnd is useful again and even then -5 is nothing even when enhanced. Costs too much endurance for what little effects it gives, especially on Masterminds but they are another problem entirely. Oil Slick Arrow Can now be slotted with Range enhancements - I don't see the usefulness of this when most of this set is slows and immobilizes while even setting it on fire does too little damage. You also have no means to ignite it. What I would suggest as a replacement here in this T8, is something akin to Howling Twilight, a revive that can also heal or give resistances to allies as this is a buff/debuff set. EMP Arrow Can now be slotted with Range enhancements No longer applies -recovery to the caster Half of the -regen debuff now lasts 45 seconds (previously the entire -regen debuff dropped off after 15 seconds, now only half of it does) Hold duration for non-robots reduced by roughly 50% This power now adds an ally buff to any ally or pet within the radius of the power (the caster is not affected) 15% damage resistance to all but Toxic (not enhanceable) Resistance against End Drain and Recovery Debuffs Protection against status effects and knock back - I wholly understand the purpose of the 300 second cooldown on this power, but consider this: Low damage to ONLY what is deemed mechanical A ONE (1) Magnitude Hold for a lower than average AoE Hold duration. Even lower Hold duration to what isn't mechanical and still magnitude ONE. Low value resistance buffs and protections that can't be enhanced and don't really belong. I'd stick them in a new T8 as mentioned. If it's not a nuke, barely can hold a minion, and barely buffs your teammates, 300 seconds and 23 endurance for very little gain is not worth it. The only thing this gives that's anywhere GOOD is the -regen which isn't helpful against anything but AVs, Monsters, and Giant Monsters. Bring the hold to mag 3, remove the mechanical requirements, and increase the damage. Then it'll be worth the time and endurance. This brings me to things this set still lacks: Healing, Recovery, Defense, consistent Resistance, team and self Buffs, decent mag anything except 1 single target stun, a Revive, and Damage. In essence, all you have is a debuff set that can't do anything but immobilize the enemy and reduce their damage output while you wait for EMP arrow to give the robots some slight ouchies as you shower them with Lemon Juice Acid Arrow and keep them from falling asleep to your "poison gas".
  4. Also, the comma should be removed from "You focus your internal energy on your fists, and release it".
  5. First, I love these changes, it makes the Teleport pool 100 times better. I don't have much time to play really and get all those badges on my alts, but I still think the LRTP temp power is ok. I'm going to +1 in that Warshade Dwarf form needs to have Starless Step changes implemented in it's teleport and as someone that uses Dwarf alot and stays in it in one build, having access to the other teleports as well in that form would be a big +. If necessary just remove Dwarf Teleport and allow the human form ones in all forms. I've been having issues with Shadow Slip for some reason saying it's still recharging while it's fully recharged and changing forms fixes it, but I can't seem to replicate it in a consistent way. So far it has only happened twice and replicating what I did beforehand wasn't replicating it.
  6. Yeah it's a problem around here, people need to ask what the OP wants their build to play like and what numbers to achieve and take that into account before just slamming up their own build.
  7. The no collision is a new thing added for only MMs in page 3, 4, or 5. Isn't applicable to anything but MM Henchmen.
  8. That isn't the updating that was in mind, that was only destructive. Unless you can update it with true values you can prove are correct, don't update values already there.
  9. I don't know exactly what the scalars are because the bins are just a huge mess I get lost in, but there is indeed a separate Nova version of EE and Dwarf version of Bolt. Bolt has no scalar, but EE does: Ebon Eye base = 44.49 Ebon Eye scalar = 1.0 Ebon Eye damage = 44.49 Nova Ebon Eye base = 66.7323 Nova Ebon Eye scalar = 1.16 Nova Ebon Eye damage = 77.41
  10. I think you're calculating Damage Per Activation, In cases like this I calculate per animation because of how long you're in the animation because like I said earlier, you can fit 2 attacks in the same time frame; even slotted for procs it comes out behind BIB and some Epic/Patron attacks like Pulverize or Mind Probe when equally slotted. What you're saying is, only slotting BFR with procs makes it better damage than the other powers because they aren't slotted with procs in which I can agree, but that's not a good argument. With 4 regular procs like I calculated above + 96% damage enhancement, it's ~225 damage per second of the animation rounded up. With the same as above, Bitter Ice Beam is ~462 per second of the animation and hitting with Chilling Ray beforehand increases that about 5% further. Yes, if you value bigger numbers popping and the hold, Freeze Ray can do that for you, but in an attack chain purely for damage, you're better off comboing 2 other attacks, even the suboptimal Ice Bolt with only 2 procs and 66% recharge is ~110 for 40% of the cast time.
  11. I agree with the above except, I wouldn't say Savage is late blooming at all really, sure there's good attacks in the later levels, but Maiming, Vicious, and Unkindness do good damage from level 10. The set just keeps improving from there. Dark Assault is also very good with hard hitting attacks like Smite, Gloom, Moonbeam, and Midnight Grasp and to quote some of the people of discord "the best PBAoE in the game". Honestly I'd take this over energy every time just because of enemy resistances.
  12. You can't just rename them, you have to repack otherwise you get: I'll see if I can do it.
  13. While it may be your highest damage attack, it's actually quite low in Damage Per Activation, the amount of damage it does for the time it takes to cast, because of it's long 2.5 second duration. Ice Bolt - 44.38 Ice Blast - 41.76 Frost Breath - 27.7 to up to 6 targets. Chilling Ray - 51.88 Bitter Ice Blast - 112.57 Bitter Freeze Ray - 61.7 With damage procs in BFR, it still only stays in 2nd place, though closer to BIB. While it does have a hold, it's not exactly long enough to depend on for holding bosses indefinitely unless you have a 6 second recharge or lose some damage to put in the +2mag hold proc from Lockdown. All that said, Bitter Ice Blast -> Chilling Ray -> Bitter Freeze Ray -> Ice Bolt is an OK chain until you can get some Epic or Patron attacks in there since you can slot 1 quicker, higher damage attack like Pulverize or Knockout Blow + another Chilling Ray or even 2 attacks for some like Fire and Psi. (Psi Epic is so good that if the recharges weren't so high you could make an attack chain out of just that and deal considerable damage)
  14. Used as MM with Gang War active.
  15. With it slotted in Tactics, it's a chance per person that it procs on yourself only. For example, with 7 teammates, you have 8 separate chances of it proccing every 10 seconds which is a 41.58% chance of it activating at least once every 10 seconds, and yes it can proc multiple times. Compare that to the the 90% chance of it proccing in Aim and always when you want it. Which for MMs since you're thinking about it, isn't worth it as you do the least damage of anyone with your personal attacks. It's better off in something like Thugs' Enforcers which even though their tactics seems to only affect henchmen, with 6 henchmen it's at least a 35% chance every 10 seconds to boost their much-greater-than-yours damage.
  16. You'd have to cast it on the MM then they have to resummon their pets to get the effects.
  17. It's 200% better in your enforcer; why? Because: Your Enforcer likely does more damage than any of your personal attacks, since most "strong" attacks by MM use procs to do the majority of the damage which would be unaffected by buildup. You have 2 Enforcers with Tactics, that's twice the chance of it proccing than on your single Tactics.
  18. You can edit your post and include it all in one neat post FYI. Also MMs are nice, but there's very few Primaries to play with so having more brutes and blasters would only make sense because they have way more combinations.
  19. I prefer Discharge honestly, being able to hit the entire group because I'm aiming it and not the braindead AI aiming it at the edge of the group. What is wrong with the set is Amp Up not affecting your henchmen at all and Insulating Circuit being extremely late level. After Amp Up is fixed, I think it should be: Shock Rejuvenating Circuit Empowering Circuit Energizing Circuit Faraday Cage Insulating Circuit Discharge Defibrillate Amp Up Obviously it would be nice if Insulating was more like 3rd and empowering was 6th, but I'm trying to go along with balance here.
  20. They aren't recent, it's been that way since SCORE put them in. Ebon Eye is now the highest ST damage attack for Nova Form, but Shadow Bolt is both weaker than any Dwarf attack and its range is reduced in Dwarf form; It's not worth slotting.
  21. So here's what I came up with: Knockback As A Weapon In this build you embrace the knockback, embrace the low damage potential of energy blast, and embrace team play. I know what everyone says, "Knockback is bad" but hear me out; It's not, you just can't use it right. With Cold/Energy, you have the potential to boost your team's defense, damage, and mitigate damage taken in multiple ways and here's why I think Cold is the best pairing: Energy Torrent & Snow Storm: This is your bread and butter for every mob pack. With 9 KB and 70 range, Torrent's mere 45 degree cone can knock back a whole group in 1 controlled direction, both corralling the enemy into one spot, making it safe to then Nova, and Snow Storm making them take forever to get up and attack. Dominate -> Snipe -> Power Burst -> Infridgidate: This is your main attack chain, knocking back and holding Bosses against an immovable object while absolutely destroying their defense, resistance, damage, and recharge. I know it's technically only half using Energy Blast, but whatever works right? All the good tools of Cold. and the best part: The 50 mile Power Push Kickoff. Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10 https://github.com/Crytilis/mids-reborn-hero-designer Click this DataLink to open the build! Level 50 Science Defender Primary Power Set: Cold Domination Secondary Power Set: Energy Blast Power Pool: Speed Power Pool: Leadership Power Pool: Flight Power Pool: Leaping Ancillary Pool: Psychic Mastery Hero Profile: Level 1: Infrigidate -- AchHee-ResDeb%:20(A), ImpSwf-Dam%:30(11), ShlBrk-%Dam:30(15), TchofLadG-%Dam:50(15), TchofLadG-DefDeb/EndRdx:50(17) Level 1: Power Bolt -- SprDfnBst-Acc/Dmg:50(A), SprDfnBst-Dmg/Rchg:50(25), SprDfnBst-Dmg/EndRdx/Rchg:50(25) Level 2: Ice Shield -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(3), LucoftheG-Def:50(3), GldArm-ResDam:50(5), GldArm-3defTpProc:50(5), StdPrt-ResDam/Def+:30(7) Level 4: Energy Torrent -- Dtn-Dmg/Rng:50(A), PstBls-Dmg/Rng:50(19), Artl-Acc/Rech/Rng:50(21), Artl-Acc/Dam:50(21), Artl-End/Rech/Rng:50(23), KntCrs-Rchg/KB:50(23) Level 6: Glacial Shield -- LucoftheG-Def/Rchg+:50(A), ShlWal-Def/EndRdx:50(7), ShlWal-Def:50(9), ShlWal-Def/EndRdx/Rchg:50(9), ShlWal-ResDam/Re TP:50(11) Level 8: Snow Storm -- HO:Micro(A), HO:Micro(17), HO:Micro(19) Level 10: Power Burst -- SprDfnBst-Acc/Dmg/EndRdx:50(A), SprDfnBst-Acc/Dmg/EndRdx/Rchg:50(27), SprDfnBst-Rchg/Heal%:50(27), Thn-Acc/Dmg:50(39), Thn-Dmg/Rchg:50(40) Level 12: Frostwork -- Prv-Heal:50(A), Prv-Heal/EndRdx:50(13), Prv-Heal/Rchg/EndRdx:50(13) Level 14: Arctic Fog -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(36), LucoftheG-Def:50(37), GldArm-End/Res:50(37), GldArm-ResDam:50(37) Level 16: Sniper Blast -- StnoftheM-Acc/Dmg:50(A), StnoftheM-Dmg/EndRdx:50(29), StnoftheM-Dmg/ActRdx/Rchg:50(33), StnoftheM-Dmg/EndRdx/Rchg:50(34), StnoftheM-Dam%:50(34), Apc-Dam%:50(34) Level 18: Benumb -- RechRdx-I:50(A), RechRdx-I:50(36), Acc-I:50(36) Level 20: Aim -- GssSynFr--Build%:50(A) Level 22: Hasten -- RechRdx-I:50(A), RechRdx-I:50(29) Level 24: Maneuvers -- LucoftheG-Def/Rchg+:50(A), LucoftheG-Def/EndRdx:50(39), LucoftheG-Def:50(39) Level 26: Tactics -- HO:Cyto(A), HO:Cyto(43) Level 28: Sleet -- Bmbdmt-Dam:50(A), Bmbdmt-Acc/Dam/Rech/End:50(40), Bmbdmt-Acc/Rech/End:50(40), Bmbdmt-Dam/Rech:50(42), Bmbdmt-+FireDmg:50(42), AchHee-ResDeb%:20(42) Level 30: Power Push -- KntCrs-Dmg/KB:50(A), KntCrs-Acc/KB:50(31), KntCrs-Rchg/KB:50(31), KntCrs-Rechg/EndRdx:50(31), KntCrs-Dmg/EndRdx/KB:50(33), KntCrs-Acc/Dmg/KB:50(33) Level 32: Heat Loss -- PrfShf-EndMod/Rchg:50(A), PrfShf-EndMod/Acc/Rchg:50(43), PrfShf-Acc/Rchg:50(43), PrfShf-End%:50(45) Level 35: Dominate -- Apc-Dmg:50(A), Apc-Dmg/Rchg:50(48), Apc-Acc/Dmg/Rchg:50(48), Apc-Acc/Rchg:50(48), Apc-Dmg/EndRdx:50(50) Level 38: Nova -- Arm-Dmg:50(A), Arm-Dmg/Rchg:50(45), Arm-Acc/Dmg/Rchg:50(45), Arm-Dmg/EndRdx:50(46), Arm-Dam%:50(46), FrcFdb-Rechg%:50(46) Level 41: Mind Over Body -- UnbGrd-ResDam:50(A), UnbGrd-ResDam/EndRdx:50(50), UnbGrd-Rchg/ResDam:50(50) Level 44: Assault -- EndRdx-I:50(A) Level 47: Hover -- LucoftheG-Def/Rchg+:50(A) Level 49: Combat Jumping -- Ksm-ToHit+:30(A) Level 1: Brawl -- Empty(A) 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 1: Vigilance Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I:50(A) Level 2: Health -- Pnc-Heal/+End:50(A) Level 2: Hurdle -- Jump-I:50(A) Level 2: Stamina -- PrfShf-End%:50(A) Level 50: Agility Radial Paragon ------------ Yes the defense and resistances for yourself are garbage, but that doesn't matter when nothing can ever reach you (except warwolves, just don't fight them, seriously, don't.)
  22. I think a chance of instantly recharging the power is a bit much because then you can either abuse it or still be waiting 240-recharge seconds. Reducing it to 120 or even 90 (with 1/4 the recharge being unenhanceable), I think is a better option.
  23. @Monos King Yeah it's very rare that it's cast, maybe twice in it's lifetime if you're lucky, but (and I'm just hypothesizing here) it seems like the same pet programming that makes MM pets mainly use their fastest attacks only so it might only be fixable by making it low recharge otherwise rain is a lot higher in priority. @Vanden Alright good to know, but in the end it still has the same effect where it lasts a whole half second most of the time which I think should be fixed otherwise there's no point using it.
  24. It is, Staff is best on Stalker.
  25. Not getting into a debate here so don't expect some witty response. @ShardWarrior There was no ignorance or inaccurate information in @DreadShinobi's post, so are you condescendingly talking about your own? If so I don't think it warrants an inflammatory response to yourself publicly regardless of how ignorant it is.
×
×
  • Create New...