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Frosticus

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Everything posted by Frosticus

  1. It means when you attack/get attacked you will see your character clearly. With fade you are always a bit translucent.
  2. All else aside, I'm still concerned about the base acc of all these pseudo pets. It takes a lot of conscious slotting effort to get them up to 95% tohit chance vs lvl 54s (+3) and is nearly impossible to do vs +4s without def debuffs in play They all need a bump up to ~1.2 base acc. Edit: with a full purple set and vigor alpha they end up at ~92% chance to hit the lvl 54 dummy. That is an unrealistic amount of "slotted" acc for most builds, especially in the 30s and 40s where you actually fight +4s on teams. Aim, tactics, Global acc, all have no Impact. So you require def debuffs.
  3. VG consistently ramps up to mag 9 and holds it on doms and trollers (same psuedopet) vs lvl 54s. I put a vid of VG up earlier in the thread. IMO for trollers Tear Gas is (currently) 2nd place. Well behind VG, but in the same range as shadowfield depending on whether you want the -dam debuff or the -tohit debuff for your build/team. So pretty attractive. For doms, I dunno. A lot of players want the aoe hold to function as an emergency shut down of a spawn, providing upfront increased mag. Tear Gas definitely isn't that. It is more on the attrition side of things like VG, but nowhere near as powerful of course. Layered with your other controls it certainly makes the fight easier. For doms I personally skip the aoe holds on my builds except earth, so I'm on the fence about tear gas right now.
  4. Dom Tear Gas: is no longer stacking to crazy mag. That said it seemed to spend most of its time at mag 3 as it seems to tick very slow, so odds weren't in my favor of triggering domination. Once it hits mag 6 it seemed to hold it pretty well vs lvl 54s. Sleep Nade: I dunno but I can safely (and slowly, unless the mobs have good aoe) clear entire rooms from the next room over with smoke and sleep nade. That's my pitch to return sleep nade to being a targeted aoe. Risk vs reward is potentially skewed. Otherwise I'll just use it to soften up tough spawns I guess. *dom version worked fine in build 3.
  5. Yep, it's one of the only ways a weapon set is of interest to me. Imo I'll echo some other recent posts. This set doesn't need an aoe immob. The arse/storm video put up early showed that pretty well imo.
  6. It is cumbersome to manage the blood system. At the start if you feral charge from full range, then viscous, you will be at full blood for rending. After that I don't worry about it. The plus side is that full blood rending does quite a bit more damage than the other pbaoes For single target the lockout doesn't matter that much. 1@5 stack Hawk + 2@0 stack is within a few pts of damage as 3@4 stacks. In a perfect world the blood lockout would disappear, it isn't needed and spot prey would add stacks (and fix the perception boost)
  7. Isn't the blaster version of Tactical arrow > glue arrow a targeted aoe that summons a persistent patch? afaik that implementation works for them without issue.
  8. Weird. I was not having issues casting sleep nade last night vs pylon or target dummy. Was using point and click. Edit: I was testing on a dom, so the bug may be controller specific if that helps?
  9. You can see in the video I uploaded that it persists after all targets were killed off. I also went and specifically tried it after you guys were complaining and it would stay for me. Perhaps we were testing it under different parameters? Like I wasn't insta gibbing my target. I won't get into an argument about proc-ability. All the other control sets can (and do) slot them if they want a more damage focused approach. I prefer the option rather than having it coded into obscurity. Right now Arsenal control is by far the lowest damage control set, but it does offer oodles of control. Edit: I've been testing on a dom and you a troller. As far as I can tell they are using their own unique summons, so that might be a source of discrepancy as well.
  10. Build 4 feedback Dominator: Tranq: ok, I think its base damage should be higher? It is a 6 second attack so should match levitate/lift no? Sleep Nade: no point in it doing damage anymore. It doesn't proc at all now, so now it is just the worst of both worlds imo. I dunno, build 3 ground patch wasn't disappearing on me upon enemy defeat. I won't miss this power if I can skip it now, whereas build 3 it was a key power imo. Smoke Can: confuse is working quite well now that enhancements are fixed. I had no issues quickly and consistently holding mag 6 vs lvl 54 target dummy. Didn't test out the -kb aspect. Tear Gas: simultaneously better and worse than volcanic gases. If you are lucky with the domination procs it can stack obscene mag. I hit as high as mag 21 hold vs even con and mag 18 vs lvl 54 dummy. On the other hand sometimes it would drop down to mag 3, or even mag 0 while active. As far as aoe holds go I think it has value because it keeps working for a full 1 minute and can collect new targets, but it isn't as reliable as volcanic gases from what I saw. That said, the patch should make the -dam debuff better in a long fight as it lasts the whole time. Tri-Cannon: the shorter range helps. It will be exposed to more team buffs. It will still miss things like fulcrum (but I guess it is intended to be a ranged pet), but it is now in range for things like arctic fog, etc if that buffer is at mid range. Overall I think I like this version except sleep nade is not great. Also this set has extremely low damage. At least before you could toss a couple procs in sleep nade in the 20's and have it do as well or better than the comparable aoe immobs from other sets for adding a bit of aoe damage.
  11. Hard to pick a set where some of the attacks show 0 damage and others are just flat out wrong. Do you trust your eyes, or some forum putz (like me) telling you it is awesome?
  12. You should offer up a bonus* to the 1st dom to break 4 digit dps (43 second defeat). Can it be done??? *I'd pitch in, but I only have about 100mil across my whole account right now haha. I'll put up a my fire/fire dom, hopefully in the next day or so. It is the definition of an endurance hog, but it is pretty quick.
  13. Placate's hidden status is easy to break on live right now. Stand in any kind of damage patch, it will be very unlikely you'll get a follow up crit.
  14. It does. For Doms, Smoke Can is more analogous to Volcanic Gases albeit with some differences. The who arsenal set is pretty similar to earth really. *I worked around the acc issues of smoke can so it hits 95% in the following examples (just generic IO's for now, 2 acc, 2 confuse+vigor = 114% acc/confuse) Differences compared to volcanic gasses -Need domination active for smoke can, VG doesn't use domination. -Half duration, Recharges more than 2.5x faster -Can potentially reach mag 6 much faster, doesn't hold mag as well. -Different mez type, with confuse probably being the more desirable. You can see in this vid smoke holds mag 6 confuse about 2/3rds of the time vs lvl 54s You can see once volcanic gases stacks, it never lets them go and actually holds mag 9 for the majority of its duration vs lvl 54s. Smoke Can (bugs aside) is fairly decent, but the main take away is that VG is just that good.
  15. This was good stuff. I see your concerns about the occasional runner being an annoyance. Everything runs from my fire/traps corr, so in that regard, it was much less considering arsenal does lack the ability to make things stick in place. I'm not sure if a dev (but who knows) would categorically claim that runners are an issue for arsenal. It's not up to me though and your concerns are valid. Next time check your pet combat log, I have a feeling your smoke cannister was drastically underperforming due to missing as it was likely rolling at 48% tohit chance* other than things that eventually get tagged by acid mortar. *unless you have vigor/nerve alpha?
  16. Sav stalkers have oodles of aoe and encourage the go, go, go nature of the brute if you ride the crimson wave (heh) of blood stacks. Stalkers are the opposite of sticky though, but placate can halt a runner most of the time as it resets their ai.
  17. Smoke Cannister does benefit from domination. Each tick has a 25% chance of adding a mag 3 confuse. If smoke is intended to be the primary control of the set then it isn't the best. If it is a secondary layer then it is pretty good imo. The bigger issue of Smoke Cannister is: Base acc: 1 = 75% chance to hit even cons. Patches don't inherit player bonuses like global acc, tactics, or even aim. So this power has a hard time hitting +3's at this time* as you need 98% acc slotting (after ED) to hit at 95% rate. *this is why most psuedo pet powers have higher base acc **additionally - confuse sets aren't boosting the accuracy (which I already reported) and is potentially skewing testing.
  18. Tri-Cannon does about 50dps (w/ 95% damage enhancement). Is that more/less/similar to other t9 pets? It does ok-ish with chance for buildup proc and pretty badly with perfect zinger psi proc. Pros: it moves well, taunts very well (fast cycling attack) and is extremely robust compared to all other t9 pets including stoney and singy Cons: not too exciting, sits so far back it will never get team buffs, can actually pull melee centric opponents out of your patches as they try to close in on it. I'm all for making it more exciting. I think it would perform better if it moved in to about 25 ft range of its target. Can't speak to the troller version and it is a known bug that it is dominating outside of domination (only minions in this group so maybe doesn't matter?), but here's sleep nade at lvl 8 with a single -3 sleep SO vs a full spawn in perez. Objectively it is pretty darn good
  19. Savage stalkers are really good. Next update lets savage leap critical properly and it is already a proc bomb (for all AT's). It is true that dots aren't part of the critical formula for stalkers/scrappers, but a stalker uses controlled crits into their aoe's, or to crit on an epic snipe. It works very well. Hemo is just underwhelming, you definitely won't miss it on a stalker. The dot nature does play well with brute fury. Might also be worth looking at how rending flurry interacts with the tanker radius/target boosts. iirc full blood flurry is outright massive on tanks.
  20. You are right. I didn't complete mission 4 in that run. It had nothing to do with it being too difficult. You are free to believe what you believe. I only play for about an hr at a time as I have other commitments in life. As you say, we use the tools that our builds have. Mine has translocate so it lets me separate Romy. Here's a brief clip from the start of the AV fight. As I said before, smart players can extrapolate whether or not Earth can do this mission. It definitely can. I can't though. It takes me too long. But I don't claim to be a particularly great player, I just understand the mechanics. I have seer lore. They put perma fortitude on stoney and spam heal other. Some things just get silly in this game and aren't for me. Here's a bonus clip of doubling down on two GM's at the same time. Earthy goodness and not your average dominator build.
  21. DeVore is a nightmare. It's funny because the other carny AV's are pushovers, but she's at least a 9, maybe a 10. She will fold most other AV's and almost all builds. This power: Mask of Feebleness wreaks everybody So much of this game is rock/paper/scissors when it comes to countering things. And as Bart Simpsons says In this case if you have "rock" you will beat her. Very few builds have rock when it comes to DeVore Build is posted in the clamor thread +1x8 Yin and +3 Clamor Musing on why the combo works I discuss in the Ice Mistral thread Unique combo: earth/psi It is a super fun combo that really shows off the dominator AT. Utilizing your full suite of controls, playing aggressive and in the face of enemies. I wish it had some more crunchy attacks, but it is otherwise the full package.
  22. sweet. I'll just add that people will want to get there /cold runs in soon. The nerf to sleet on test definitely takes a bit of bite out of the dps potential. It might not seem like a ton, but when you are triple stacking it...
  23. Not that it really matters in the grand scheme, But would it be the use of judgement that bumped my ill/cold into burst? Just wondering as it definitely sustains that dps for 2 mins. It actually spikes higher than the vid at ~95seconds when you recast HL on top of 3x sleet stack (just not often you get to !)
  24. Can I show a video of Phantasm knocking a spawn out of range of Illusions (troller) only aoe control - Spectral Terror? /s If anyone hasn't had the chance to try it. Sleep nade pretty easily double stacks with a mid-tier build. I was consistently seeing mag 9 sleep (3 stacks of mag 3) under domination. Interestingly, I don't think it ever jumped up to mag 12. Obviously each application wakes them all up, but it ramps up again pretty quickly.
  25. Maybe we are playing a different version of the game, but the low damage primaries for both controllers and doms tend to be less popular than the ones that contribute considerable damage. looks at sig, there is a chance I have no experience with trollers and doms, but it isn't an argument I'd lead with myself. Anyway, it's not up to me what powers get implemented, I'm just testing what the devs put in front of us and highlighting the proficiency/deficiencies of those powers.
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