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Frosticus

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Everything posted by Frosticus

  1. I dont think it kills PB but rather makes it the way it likely should be. A brief, but large boost in power. Time would still get a drastically improved tohit debuff from juncture and bigger heals. It would still be one of the best benefitting sets even if farsight were excluded. Honestly, this is the route I had carved out for my time/fire. Time is one of the safest sets to hang around in melee and even without PB just farsight with juncture and some IOs gets you floored enemy tohit chance in most scenarios. I chose posion/fire though which is a set that "needs" to be in melee to not suck, but has extremely limited tools to hang there. If I lose my 800 damage proc'd dominates I will switch to perma soul drain.
  2. This is indeed a hard pill to swallow. I'm not sure what proc changes are coming other than the nebulous "nerf" that people cite, I can relate to spending many hrs testing and tweaking around them. It will be a sad day. But will also bring new opportunity. I actually dont really care about farsight, other than it is a pretty big outlier. If other buff/debuff could all do similar it would be great. Case in point PB does nothing for traps despite farsight and ff-gen filling much the same role. Same with storm and hurricane. I love the cane, PB only gives me 10 seconds of greatness, but gives time 120 seconds. To me that isnt synergy, it is just poor design. Maybe some sort of diminished returns are warranted on buffs as they are already in place on debuffs. That way the scrapper that is already ultra hardy doesnt get further buffed into the stratosphere. But the dominator that focused on being a good mezzer rather than capping defenses would gain a lot of the buff. Then again I hate DR in pvp, so it would have to be different than that.
  3. I think we should lower enemy base tohit chance because defense doesn't matter because everyone has it, but don't lower the defense of farsight because defense doesn't matter.
  4. Yes everyone runs +4. are they actually +4? Not in any content that has a level shift. They are +3 for combat modifiers. Hence why I said +3 which is what I'd harbour a guess 90% + of lvl 50 content is comprised of. ya incarnate +4s give time opportunity to use the "radiation" side of its abilities that were listed before and would hold a team up better than just a ff if for some reason everyone was stripped of their own abilities. Oh well.
  5. This thread is about farsight and fade. Fade has been fixed. Not about energy melee, which the devs have stated they will be looking at soon(tm). Which brings us full circle to more of this 👋
  6. Oh now guys, you should know better. This thread has been discussing time with relation to powerboost right? Let's look at vs +3's Tohit debuffs stack with defense dontcha know? 3 slot Times junk + PB'd farsight = 24.7% (65% effective) + 32.1% = 48.155% vs +3 enemies. AKA softcapped. With just SO's. Perma. Not a single IO was used. A PB'ing FF could put you in a similar position with ally only shields and the big bubble. 53% def actually. Like I said, time is basically able to cast that upon themselves. But time still has all this jazz going on below / / / Rad vs Time equal resistance debuff similar def debuff greater heal in time chrono is as good as AM Better area slows in time similar damage debuffs way less -regen So ya, it is like combining rad with FF, losing the -regen and mez protection, but being able to cast shields on yourself. But keep waving those hands.
  7. it kind of is. It's like if you combined the entirety of FF with the entirety of Radiation, leaving out only the powerful -regen of lingering rad. Ya you lose the mez protection bubble, but instead get to cast the FF shields on yourself too. It is pretty powerful. Now, a lot of that power may be considered overkill and unneeded in today's game, but it is there no matter how much handwaving people do. I'm over here playing the heck out of poison to 50 again heh, so don't mind me.
  8. Tactics is what I'm after. That plus kismet is about 25% tohit buff. Couple acc bonuses from sets and you can now forgo acc slotting in things, or drastically reduce it. Plus, teams don't wipe often these days, but when they do it is almost always because of arachnos blindness.
  9. take it for the ddr. enjoy it for everything else it does 🙂
  10. Cost may have been an argument that might have held water on the live servers, but come on. Buy cheap def set IO, convert to luck of the gambler, convert to +global rech. WST are the most popular activity, so merrits (ie converters are easy to come by). My fort had it perma (or maybe a couple seconds off) by lvl 40. I gift all my characters 25 mil. Things slip through and remain sometimes. The notion that slotting recharge in mind link is only supposed to be for "people in the know" is a bit silly. A normal user isn't going to make the leap that it can't accept recharge SO/IO's to magically putting in def/rech IO's. Even up above, you yourself didn't realize that it is restricted to one specific subset of enhancements as Hami's don't work despite being multi typed like set IO's. At any rate, OP asked why banes and NW's are less popular than their counterparts. Bugged mind link is maybe a reason. I'd personally vote that they allow all rech enhancements myself and then buff NW's (and banes as discussed earlier).
  11. yes, sorry meant NW and forts. sigh. If you were meant to slot recharge into the power it would take recharge enhancements. Like I said, oversight. It doesn't really matter compared to some things in this game, but it would differentiate NW's and forts considerably if it was fixed. As it is trivial to get the power perma on either right now. And NO, hami's do NOT improve the recharge of mind link. Only IO's do. Still intended?
  12. recharge is not a listed enhancement type that it accepts. Or else youd be able to slot in a recharge SO. You can bypass this thru an oversight via IOs It's not a big issue but it makes the base recharge difference between forts and banes have no meaning. It wasnt intended to be that way.
  13. Exactly. And lots of sets with good -regen didn't even exist hero side like /cold and /traps. Plus dps used to be WAY lower so -regen was of good value in just about every AV fight. Plus I think lingering radiation was unresistable for quite some time, which was bugged and far more effective than intended. It is still a top 3 set for corrs, defs, and trollers. That's a stretch to say the least. And a failed campaign. More likely, is that everyone and their dog has played regen and according to the stats...continues to. It is a middle of the pack popularity for stalkers and brutes. And top 2 for scraps and sentinels at lvl 50. Sooo....
  14. Remove all redraw. Super clunky feeling and annoying. Trim some animation times, even without draw they are a bit slow. Cloaking device should offer DDR (at least 40%), or be more akin to field operative from blaster devices. Surveillance should have an aoe component to the debuff, maybe half strength on the aoe, like poison. Stats display remains on main target. Trim the animation on poison ray and up the range to at least 60. Nightwidows are more or less fine. I'd remove the restriction of choosing buildup OR follow up and allow both, just like on a fort because aim w/ gaussian and follow up is pretty good. I'd also "fix" recharge enhancement affecting mindlink. It should be very difficult to perma on a fortunata, but relatively easy on a widow with the shorter base rech and mental training factored in. Remove redraw on claws.
  15. 100% Having enough aoe to vaporize minions quickly while solo can mean that x5 actually goes smoother and faster than x1-3
  16. Yes. Once you add in aoe damage terrify starts to degrade. Especially dot damage like fireball/rain of fire or sleet. Dark has this issue with fearsome stare as well, but dark's version carries a large tohit debuff to compensate. Not an issue against a handful of enemies, but the return fire from a x8 team can be problematic on a low hp AT with limited access to heals. Building for defense can help compensate. Mass hypnosis breaks if you even look at them wrong. It is a great power for halting ambushes or a few corner cases of splitting tough groups. It fails immediately in an aoe environment. Mind basically has to cycle 2 ultra long recharge powers to be as effective as other doms with a single power (ie flash fire, or seeds). Those other sets still have that same aoe hold in their arsenal as well. Every set has some tricks beyond their hard controls, mind's are cool and highly effective at times, or remain totally untouched in your tray in most situations. Even if you build for excess recharge and forgo good proc opportunities to reach a 4x recharge factor (+300%) you still have a 60 sec timer on massconfuse/aoe hold. Alternating them means every 30 sec. That sounds great, but a single aoe stun will be up every 22.5 sec in that same scenario. 1 power instead of 2 being fully slotted out. I value power picks and slots a lot. I think a lot of people rate mind above its station because 1. It used to be really good in pvp 2. It used to be one of the only successful tactics for the LRSF 3. It solo's extremely well right from the start, which used to be more important for various reasons 3. Every power says "dominate" so you feel awesome. I don't need earthquake to tell me it is dominating my foes - I can see it for myself. That isn't to say that a mind dom can't crush content, or keep a team safe. It's to say that just about every dom can.
  17. all doms tend to be late bloomers. dark/fire is a extremely good ranged option and probably one of the highest dps doms you could make. /psi likes to stay close for drain psyche and psy shockwave. mind is a good ranged control set. It may have issues once you start adding in aoe damage from epics like fireball or sleet. But if you just focus on a handful of enemies at a time it is super safe. Plant is probably the primary you want for farming. You likely wont be at range in a farm though, so that runs counter to your ranged preference.
  18. Ya plant is pretty crazy at times. Many plant users dont even take their aoe hold and almost no one takes its aoe sleep.
  19. remove all redraw on vests amd I'd be all over a bane. maybe trim some animations a bit so it flows better.
  20. Frosticus

    TW/Fire

    i have a tw/fire stalled at lvl 44. The damage is unreal with FE up. FE isn't up much though. Fire armor is in the shadow of bio armor in terms of offense and survivability. There is no real reason to play fire armor on scrappers unless you have a concept in mind. To make it work on a fire farm you'd need melee radial hybrid for the taunt aura. but that is only 2 min up/2 min down. Things run clear across the map otherwise. I put a good number of levels on that character on fire farms just to see. Fleeing mobs + TW = lost momentum.
  21. If you like it, you should play it. Just about everything is viable in coh, doubly so if you take the time to learn your character. I think people either love or hate mind control. I'm not a fan of it and have taken it to 50 on with a troller and a dom back in the old days. But others feel it is the best. Elec is ok. It hits hard if you put a gaussian proc into buildup. The only major let down is voltaic sentinel. That power really needs some love for every AT that gets it. It definitely doesnt feel like a t9 power.
  22. You def want procs in poison trap. 6 if your build can make it happen , 3 of which can be purple damage procs. You likely want some sort of mez protection as a ton of survivability is generated through arctic air and venomous gas. If they go down, you go down.
  23. I'd probably make the g sentinel last 2 min and instead have consuming stacks result in it casting stronger debuffs. The set isn't my cup of tea, but it is a rare squishy that can self heal and have full mez protection along with some other goodies. To me the set almost feels like a reactive sentinel (because of the superior ability to keep yourself standing) that can also buff the team pretty well. My hope is that it is successful and we see more chaining mechanics propagated to sets like elec blast and delayed chaining to sets like poison.
  24. Sure. Every demon power is important. Hell on earth does a lot of damage if you can keep the imps alive and is wasted if you just slot it with pet procs Personal attacks each do 9% -res. That can add up to a significant damage boost when everything is focused on one thing. Endurance drain is extreme if you spam storm powers and attack constantly with the whip. It can be tough to keep your demons standing if you let them take the heat as all you have is o2boost. Either get good with hurricane and/or think about taunt.
  25. If you like spring attack that is cool. it is a very subpar power though. procs in spring attack and shield charge roll with very low probability. Up to you whether you want procs or set bonuses in those powers. Procs in savage leap are an absolute must have.
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