Jump to content

schrodingercat

Members
  • Posts

    118
  • Joined

  • Last visited

Posts posted by schrodingercat

  1. Hey! Thanks for sharing 🙂 going to keep eagles claw then! I'll see if I can make improvements on mine, since mine consists of "throw all my influence at the build and get every christmas set there is" and that is a little infeasible!!!

  2. I forgot to post an image to the stats of the build. I mainly play in melee locking things down by knockdown juggling. Things I can't lock down are usually at range, so this is why I went for energy/negative/ranged defense as well as S/L. I don't think I will be fire farming with it! 🙂

    image.png.76aa77e972b07ac50ad3dce859c0ad0d.png

  3. So I have a lvl 45 water/MA who I adore. She is based on water benders from the Avatar series. I mostly play her in melee using the melee knockdowns, water heal move, and water aoe to stay alive. I love this character so much and want to dump influence into her so she is a rockstar. I am terrible at making builds, though! Can anyone critique my very bad build? I don't know if eagle's claw is good at all for blasters, btw, so that power/slots is optional - i just wanted another strong ST attack to round out my build. It could be replaced with hydro blast if needed!

     

    This Hero build was built using Mids Reborn 3.0.4.7
    https://github.com/Reborn-Team/MidsReborn

    Click this DataLink to open the build!

    Level 50 Magic Blaster
    Primary Power Set: Water Blast
    Secondary Power Set: Martial Combat
    Power Pool: Leaping
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Mace Mastery

    Hero Profile:
    Level 1: Aqua Bolt -- SprDfnBrr-Rchg/+Status Protect(A), SprDfnBrr-Acc/Dmg/EndRdx(3), SprDfnBrr-Dmg/Rchg(3), SprDfnBrr-Acc/Dmg/EndRdx/Rchg(5), SprDfnBrr-Acc/Dmg/Rchg(5), SprDfnBrr-Acc/Dmg(47)
    Level 1: Ki Push -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(7), KntCmb-Dmg/Rchg(7), KntCmb-Dmg/EndRdx/Rchg(9)
    Level 2: Storm Kick -- FrcFdb-Rechg%(A), KntCmb-Dmg/EndRdx(9), KntCmb-Dmg/Rchg(11), KntCmb-Dmg/EndRdx/Rchg(11), KntCmb-Acc/Dmg(13), Acc-I(13)
    Level 4: Water Burst -- Artl-Acc/Rech/Rng(A), Artl-End/Rech/Rng(15), Artl-Acc/Dam(15), Artl-Dam/End(17), Artl-Dam/Rech(17), Artl-Acc/Dam/Rech(19)
    Level 6: Super Jump -- WntGif-ResSlow(A)
    Level 8: Reach for the Limit 
    Level 10: Tidal Forces -- GssSynFr--Build%(A), RctRtc-ToHit(46), RctRtc-Pcptn(46)
    Level 12: Whirlpool -- Artl-Dam/Rech(A), Artl-Acc/Dam/Rech(19), Artl-Acc/Rech/Rng(21), Ann-ResDeb%(21), Rgn-Knock%(23)
    Level 14: Dehydrate -- Thn-Dmg/EndRdx/Rchg(A), Thn-Acc/Dmg/EndRdx(25), Thn-Acc/Dmg(25), Thn-Dmg/EndRdx(27), Thn-Dmg/Rchg(27), Thn-Acc/Dmg/Rchg(45)
    Level 16: Burst of Speed -- SprAvl-Acc/Dmg/EndRdx/Rchg(A), SprAvl-Acc/Dmg(29), SprAvl-Dmg/EndRdx(29), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Rchg/KDProc(31)
    Level 18: Water Jet -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(31), SprWntBit-Acc/Dmg(33), SprWntBit-Dmg/Rchg(33), SprWntBit-Acc/Dmg/EndRdx(33), SprWntBit-Acc/Dmg/Rchg(48)
    Level 20: Reaction Time -- PreOptmz-EndMod/End(A), PreOptmz-EndMod/Rech(34), PreOptmz-EndMod/Acc/End(46)
    Level 22: Dragon's Tail -- FrcFdb-Rechg%(A), ScrDrv-Acc/Dmg(34), ScrDrv-Acc/Dmg/EndRdx(34), ScrDrv-Dmg/EndRdx(36), ScrDrv-Dmg/Rchg(36), ScrDrv-Acc/Rchg(37)
    Level 24: Combat Jumping -- LucoftheG-Def/Rchg+(A)
    Level 26: Acrobatics -- EndRdx-I(A)
    Level 28: Inner Will -- NmnCnv-Heal/EndRdx/Rchg(A)
    Level 30: Steam Spray -- Artl-Acc/Dam(A), Artl-Acc/Rech/Rng(40), Artl-Acc/Dam/Rech(40), AchHee-ResDeb%(40), Ann-ResDeb%(42)
    Level 32: Geyser -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(37), Artl-Dam/End(37), Artl-Acc/Dam(39), Artl-Dam/Rech(39), Artl-Acc/Dam/Rech(39)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Eagles Claw -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(43), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(45), Acc-I(45)
    Level 41: Scorpion Shield -- LucoftheG-Def/Rchg+(A), ShlWal-ResDam/Re TP(42), ShlWal-Def/EndRdx(42), ShlWal-Def(43)
    Level 44: Boxing -- Empty(A)
    Level 47: Tough -- GldArm-3defTpProc(A), StdPrt-ResDam/Def+(47)
    Level 49: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(49), LucoftheG-Def/EndRdx(49), LucoftheG-Def/Rchg(50)
    Level 1: Brawl -- Empty(A)
    Level 1: Defiance 
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 2: Swift -- Empty(A)
    Level 2: Health -- NmnCnv-Regen/Rcvry+(A)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(23)
    Level 1: Combo Level 1 
    Level 1: Combo Level 2 
    Level 1: Combo Level 3 
    ------------

  4. Hello! I made my first blaster and chose water/ice. I am lvl 26 now and I love it so far. Does anyone have any builds for this they can share? I have the basic single slot uniques like numina's etc, but I don't know how to slot blaster attacks at all. I am used to defending or tanking!

  5. Hello! This may have been reported, but I can't see it. With the movement changes, I figured it needed to be checked.

     

    Rooted applies a movement debuff to the user ONLY when Granite armor is toggled on.

    First image: Rooted + Granite armor

    image.png.297556449992fb61a5df4c58ec85be54.png

    Second image: just rooted

    image.png.ddb4060d32a1393c4927d3cf76dbdde5.png

     

    None of the other movement power changes work in unexpected ways with the powers tested.

    • Like 1
  6. Hi! Sometimes when I detoggle my forms to do human stuff I get stuck with the bar greyed out and have to mash it a couple times. Does anyone know why? That split second delay can kill me sometimes and it is frustrating. I am using this bind from the MF'ing warshade binds: /bind alt+q "powexectoggleoff Dark Nova$$powexectoggleoff Black Dwarf$$gototray 1$$bind shift+lbutton powexecname shadow step"

     

    All it's supposed to is toggle off whatever form i am in and rebind my teleport to shadow step (because the dwarf one is named differently and why cant they be named the same thing?!)

     

  7. On 9/7/2019 at 10:13 AM, Jimmy said:

    Hello everyone!

     

    Today we have a simple question for everyone: What do you want to see out of a legitimate, licensed City of Heroes server?

     

    As a caveat, this thread is not a Q&A and we won’t be answering questions here. We’re primarily looking to gather everyone’s thoughts and feedback about what they’d like to see from us going forward - both operationally and for the game itself!

     

    - The Homecoming Team

    Content! There are plenty of people willing to put in time and effort to make non-fire-farm content in AE. This could potentially be ported out into the world to make "limited time only" story arcs that players could play for unique badges or costume pieces they can't get anywhere else both for speed of output and to give devs a break.

     

    I have seen others mention harder content, potentially 4 person team stuff, like summer block buster, to better challenge veteran players. As I am an altoholic with zero level 50s, I cannot speak for that.

     

    Recipe storage or shared banking of some sort for recipes.

     

    An ability for players to create and submit power sets. I really want to make a water controller by using the existing animations for water blast and adding sharks from the Patron power pools. I don't know how to get the information to do that. But it needs to be done.

     

    More mastermind pets. Clowns, elementals.

    Dresses (Carnies have them!)

  8. On 2/29/2020 at 11:39 PM, Menelruin said:

    Was just curious if anyone has done a build that, between the primary, secondary, and epic, covers fire ice and electric attacks.

    I tried water/elec and would have been water/elec/fire, but the two combos just didn't mesh very well. I could never really leverage enough damage to kill things before they killed me. I would actually try ice/fire/elec instead, maybe?

    • Like 2
  9. 13 hours ago, Mischief Manager said:

    Ive seen it myself and read about others here on the forums that other powers in the beam set are initiating the disintegrate effect.

    Can anyone confirm this as Working As Intended or something they are working on fixing in a later patch?

     

    i only ask because while i enjoy having another option for the effect, the question of if its a bug or not will

    decide if i keep the Disintegrate power or not. and yes i know its a good power with nice side effects other than that

    but im not a fan of how slow the high DoT is regardless of min/.maxing and like the

    more bursty fun powers more. personal preference for more pew pew and less ZzzzT and wait

     

    anyway thanks in advance for anyone clearing this up

     

    -MM

    I believe it was in the patch notes. It's great! Except I didnt know it when i did my first DFB and pissed everyone off XD

     

    NM in the patch notes it just says other effects can SPREAD disintigration, but I was seeing it start and spread disintigration. So maybe a bug? I love it as a change since it makes it seem more like fire's "catch fire" chance and less like wait around for an ability to pop up only to have that mob die before you can spread anything.. Hopefully they will keep it to offset the noise XD

  10. 10 minutes ago, Frostweaver said:

    Br/ta is already working out quite nicely, thanks. I went ahead and took flash arrow, but then avoided the 3 other arrow-shooting powers. it is NOT a 'lot of additional slots'. At 33, it seems to be working quite effectively allowing me to maximize LOTG mules. I am tempted to get ESD though, if only as an Unbreakable constraint or entomb mule... even though, so far, the 'extra controls' seem to be completely irrelevant on a team, if not actually counter-productive. Probably won't bother using it though, as the mag is sorta pathetic, even if you add a lockdown proc you are unlikely to get more than 10 seconds of minion-level hold on it against 54+

    On the other hand, ESD arrow only does damage to mechanicals, right? considering the dearth of AOE options in BR, glue and ESD start to look more attractive, but if those damage numbers only apply to robotic enemies, I'd rather just go with glue.

    Ice arrow does decent damage. Glue does damage as a pet, and it does it over it's life span, so don't let the numbers in pines fool you.

  11. 3 hours ago, Guardian said:

    Hi,

    So looking for opinions on a fun based set.

    Which would you choose and why?

     

    Thanks for the input I am looking for opinions.

     

    fire/time corrupter instead of defender, just because you have a low damage cap as a defender and fire on a corrupter is actually quite nice.

     

    you could also go fire/time controller!

  12. Just now, 5099y_74c05 said:

    Its my understanding that PGA summons a psuedopet gas cloud that would then proc the placate; this would mean the enemies are placated from the gas cloud and not you.

    hmm.. i am not sure then. i do damage them fairly quickly after nailing them with this, so i may have slotted it in there for nothing.

  13. I'm actually considering doing a plant/poison, primarily because sleeping or charming a pack and then dropping poison trap in the middle is fairly safe, but i'm not sure about doing this on higher content. i remember nemesis ignoring charm and sleep? but not fear.

     

    my thought was for soloing, a charmed pack of -def/-res mobs would clear themselves out really quickly. also carrion creepers procced out would buzzsaw them down.

  14. 33 minutes ago, Frosticus said:

    I didnt mention TA. Similar to storm and poison where procs become set defining game changers - TA screams for 6 procs in acid arrow (a  7th would be nice). So much so that I'd feel like I'm coming up short without them. Other powers proc ok to well.

     

    keep in mind I probably have a more narrow focus when defining something as a "monster".  I wouldn't put tough and weave on a blaster and then tell tankers to check out my "survivability monster". But to each their own heh.

     

    That being said, dark affinity is probably overturned; however, it brings nothing of note to a proc build in that the set itself has no notable proc opportunities, nor access to procs that change powers in interesting ways (ie turning  heart of darkness from dark control into a mini nuke).

     

    same goes for time. the one power of interest, distortion field, only procs every 10 sec. It wont turn heads. though chrono shift is awesome for the +rech and what it brings to procs found in your primary/epics

    as a ta/dark proc monster, i can say that a 6 slotted acid arrow is slotted fire-ball level damage. also 6 slotted ice arrow is a substantiallyl large nuke, on par with my blasts which are also proc slotted. TA just uses tons of endurance. A fun trick: use sleep arrow with placate proc. throw down dispersion arrow, acid arrow, torrent them on their butts (or do controllery things), ice arrow the survivng boss mob. use blasts if necessary. That usually clears an even level 8 man spawn as a defender, solo.

  15. On 8/13/2019 at 2:36 AM, Sir Myshkin said:

     

     

    Synaptic Overload

    So, interesting power. I initially plugged it with the Controller ATO +Dam (set), but it has room for two +Dam IO's in the Confuse sets, so 2-3 potential options. The thing that ultimately hung me up is that I needed/wanted to pull for global recharge, and needed to look for solutions to that regard too, while testing. I ended up being mildly intrigued by the result. Keep in mind that the core of this power is to confuse a spawn on itself, so not only are they going to take damage, they're going to deal damage... to each other. The only downside here is that the power still has a lengthy recharge and I was reducing it down with enhancement to 15/s.

     

      Hide contents

    You activated the Synaptic Overload power.
    You scramble the senses of Mercenary with your Synaptic Overload, confusing them!
    Your Synaptic Overload drains some endurance from Mercenary!
    You hit Mercenary for 201.32 points of bonus Psionic damage!
    Chain Confuse Jump 1: Synaptic Overload jumps to Mercenary, Confusing them.
    Chain Confuse Jump 1: Synaptic Overload jumps to Mercenary, Confusing them.
    Chain Confuse Jump 2: Synaptic Overload jumps a second time to Mercenary, Confusing them.
    Chain Confuse Jump 2: You confuse Mercenary even more!
    Chain Confuse Jump 2: Synaptic Overload jumps a second time to Mercenary, Confusing them.
    Chain Confuse Jump 2: You hit Mercenary for 201.32 points of bonus Psionic damage!
    Chain Confuse Jump 3: Synaptic Overload jumps a third time to Mercenary, Confusing them.
    Chain Confuse Jump 3: You confuse Mercenary even more!
    Chain Confuse Jump 3: Synaptic Overload jumps a third time to Mercenary, Confusing them.
    Chain Confuse Jump 3: You confuse Mercenary even more!
    Synaptic Overload is recharged.
    You activated the Synaptic Overload power.
    You scramble the senses of Operation Engineer with your Synaptic Overload, confusing them!
    Your Synaptic Overload drains some endurance from Operation Engineer!
    You hit Operation Engineer for 214.17 points of bonus Psionic damage!
    Chain Confuse Jump 1: Synaptic Overload jumps to Operation Engineer, Confusing them.
    Chain Confuse Jump 1: Synaptic Overload jumps to Operation Engineer, Confusing them.
    Chain Confuse Jump 2: Synaptic Overload jumps a second time to Gunslinger, Confusing them.
    Chain Confuse Jump 2: Synaptic Overload jumps a second time to Gunslinger, Confusing them.
    Chain Confuse Jump 2: You hit Gunslinger for 214.17 points of bonus Psionic damage!
    Chain Confuse Jump 2: Synaptic Overload jumps a second time to Operation Engineer, Confusing them.
    Chain Confuse Jump 3: Synaptic Overload jumps a third time to Gunslinger, Confusing them.
    Chain Confuse Jump 3: You hit Gunslinger for 201.32 points of bonus Psionic damage!
    Synaptic Overload is recharged.

     

    With three:

      Hide contents

    You activated the Synaptic Overload power.
    Readying Hasten.
    You scramble the senses of Gunslinger with your Synaptic Overload, confusing them!
    Your Synaptic Overload drains some endurance from Gunslinger!
    You hit Gunslinger for 214.17 points of bonus Psionic damage!
    Gunslinger takes 143.49 points of bonus psionic damage!
    Gunslinger takes 114.79 points of bonus energy damage!
    You activated the Hasten power.
    Your Hasten has increased your rate of attack.
    Chain Confuse Jump 1: Synaptic Overload jumps to Gunslinger, Confusing them.
    Chain Confuse Jump 1: You hit Gunslinger for 214.17 points of bonus Psionic damage!
    Chain Confuse Jump 1: Synaptic Overload jumps to Tactical Operative, Confusing them.
    Chain Confuse Jump 1: You hit Tactical Operative for 214.17 points of bonus Psionic damage!
    Chain Confuse Jump 2: Synaptic Overload jumps a second time to Tactical Operative, Confusing them.
    Chain Confuse Jump 2: You hit Tactical Operative for 201.32 points of bonus Psionic damage!
    Chain Confuse Jump 2: Tactical Operative takes 134.88 points of bonus psionic damage!
    Chain Confuse Jump 2: Tactical Operative takes 134.88 points of bonus energy damage!
    Chain Confuse Jump 2: Synaptic Overload jumps a second time to Tactical Operative, Confusing them.
    Chain Confuse Jump 2: Synaptic Overload jumps a second time to Tactical Operative, Confusing them.
    Chain Confuse Jump 2: You hit Tactical Operative for 201.32 points of bonus Psionic damage!
    Chain Confuse Jump 2: Tactical Operative takes 134.88 points of bonus psionic damage!
    Chain Confuse Jump 2: Tactical Operative takes 134.88 points of bonus energy damage!
    Chain Confuse Jump 3: Synaptic Overload jumps a third time to Gunslinger, Confusing them.
    Chain Confuse Jump 3: You hit Gunslinger for 201.32 points of bonus Psionic damage!
    Chain Confuse Jump 3: Synaptic Overload jumps a third time to Gunslinger, Confusing them.
    Chain Confuse Jump 3: You hit Gunslinger for 201.32 points of bonus Psionic damage!
    Synaptic Overload is recharged.
    You activated the Synaptic Overload power.
    You scramble the senses of Operation Officer with your Synaptic Overload, confusing them!
    Your Synaptic Overload drains some endurance from Operation Officer!
    Operation Officer takes 134.88 points of bonus psionic damage!
    Operation Officer takes 134.88 points of bonus energy damage!
    Chain Confuse Jump 1: Synaptic Overload jumps to Operation Engineer, Confusing them.
    Chain Confuse Jump 1: You hit Operation Engineer for 201.32 points of bonus Psionic damage!
    Chain Confuse Jump 1: Synaptic Overload jumps to Gunslinger, Confusing them.
    Chain Confuse Jump 2: Synaptic Overload jumps a second time to Operation Officer, Confusing them.
    Chain Confuse Jump 2: Synaptic Overload jumps a second time to Operation Engineer, Confusing them.
    Chain Confuse Jump 2: You hit Operation Engineer for 201.32 points of bonus Psionic damage!
    Chain Confuse Jump 2: Synaptic Overload jumps a second time to Auto Turret, Confusing them.
    Chain Confuse Jump 2: Auto Turret takes 38.09 points of bonus psionic damage!
    Chain Confuse Jump 3: Synaptic Overload jumps a third time to Operation Engineer, Confusing them.
    Chain Confuse Jump 3: Operation Engineer takes 126.99 points of bonus psionic damage!
    Chain Confuse Jump 3: Synaptic Overload jumps a third time to Gunslinger, Confusing them.
    Chain Confuse Jump 3: You hit Gunslinger for 189.54 points of bonus Psionic damage!
    Chain Confuse Jump 3: Gunslinger takes 126.99 points of bonus psionic damage!
    Chain Confuse Jump 3: Synaptic Overload jumps a third time to Auto Turret, Confusing them.
    Synaptic Overload is recharged.

    One was a nice bonus, three, well, by the time it spread through the mob of 43 Malta, and got to the last one, the first minion in the group was dead from friendly fire, and by the last of it only one Gunslinger was left alive after 15/s. This power is a good place to get some otherwise unconsidered damage utility, but is typically a power set-muled for +rech, so it makes it a hard call. Still possible to drop the Superior Will set in there with at least one other damage proc (for two total), but it costs six slots to get there. With a bit more global recharge in a build, this isn't a bad place to grab a rather effective mass-confusion tool that does some bonus damage for the xp-credit-points.

     

     

     

    World of Confusion

    Alright, everyone put on their conspiracy tin-foil hats for this one. I learned a new trick and it's kind of gross. So, we all know that damage aura for a non-mez-protected toon can suck, because the toggles will get shut off. Well, I was out testing this thing with a full load of procs, and I got mez'd (just for a blipping second, but it happened). I waited the few seconds for the power to kick back, and turned it on again in the spawn, and I got instant proc gratification. I was like "huh, that's odd, so many procs at start up?" So I turned it off and went in to the next spawn, and turned it on again.

     

    Bam, instant proc gratification, again.

      Hide contents

    World of Confusion is recharged.
    Your World of Confusion confuses Operation Officer!
    Your World of Confusion further confuses Operation Officer!
    You sear the mind of Operation Officer with your World of Confusion for 10.93 points of Psionic damage!
    Your World of Confusion confuses Gunslinger!
    You sear the mind of Gunslinger with your World of Confusion for 10.93 points of Psionic damage!
    Your World of Confusion confuses Tactical Operative!
    Your World of Confusion further confuses Tactical Operative!
    You sear the mind of Tactical Operative with your World of Confusion for 10.93 points of Psionic damage!
    Tactical Operative takes 134.88 points of bonus energy damage!
    Tactical Operative takes 134.88 points of bonus psionic damage!
    World of Confusion missed!
    Shutting off World of Confusion.

     

    Your World of Confusion confuses Operation Engineer!
    You sear the mind of Operation Engineer with your World of Confusion for 10.93 points of Psionic damage!
    Operation Engineer takes 134.88 points of bonus energy damage!
    Your World of Confusion confuses Gunslinger!
    Your World of Confusion further confuses Gunslinger!
    You sear the mind of Gunslinger with your World of Confusion for 10.93 points of Psionic damage!
    Gunslinger takes 107.9 points of bonus energy damage!
    Gunslinger takes 134.88 points of bonus psionic damage!
    You crush Gunslinger for 107.9 points of bonus smashing damage!
    You sear the mind of Operation Engineer with your World of Confusion for 10.93 points of Psionic damage!
    Operation Engineer takes 134.88 points of bonus energy damage!
    You crush Operation Engineer for 107.9 points of bonus smashing damage!
    Your World of Confusion confuses Operation Engineer!
    You sear the mind of Operation Engineer with your World of Confusion for 10.93 points of Psionic damage!
    Operation Engineer takes 134.88 points of bonus psionic damage!
    Your World of Confusion confuses Operation Engineer!
    Your World of Confusion further confuses Operation Engineer!
    You sear the mind of Operation Engineer with your World of Confusion for 10.93 points of Psionic damage!
    Shutting off World of Confusion.

     

    World of Confusion is recharged.
    Your World of Confusion confuses Operation Officer!
    You sear the mind of Operation Officer with your World of Confusion for 10.93 points of Psionic damage!
    Operation Officer takes 134.88 points of bonus psionic damage!
    Your World of Confusion confuses Tactical Operative!
    You sear the mind of Tactical Operative with your World of Confusion for 10.93 points of Psionic damage!
    Your World of Confusion confuses Tactical Operative!
    You sear the mind of Tactical Operative with your World of Confusion for 10.93 points of Psionic damage!
    Shutting off World of Confusion.
    World of Confusion missed!
    World of Confusion is recharged.
    You sear the mind of Operation Officer with your World of Confusion for 10.93 points of Psionic damage!
    Your World of Confusion confuses Gunslinger!
    You sear the mind of Gunslinger with your World of Confusion for 10.93 points of Psionic damage!
    Your World of Confusion confuses Operation Officer!
    You sear the mind of Operation Officer with your World of Confusion for 10.93 points of Psionic damage!
    You sear the mind of Tactical Operative with your World of Confusion for 10.93 points of Psionic damage!
    Tactical Operative takes 134.88 points of bonus psionic damage!
    Your World of Confusion confuses Tactical Operative!
    You sear the mind of Tactical Operative with your World of Confusion for 10.93 points of Psionic damage!
    You sear the mind of Tactical Operative with your World of Confusion for 10.93 points of Psionic damage!
    Tactical Operative takes 134.88 points of bonus psionic damage!
    Shutting off World of Confusion.

     

    Toggles have an activation trigger of 10/s for procs to fire. Its baked into their formula so that no matter what, anything that responds as a "toggle" effect, will be on a 10/s trigger regardless of the actual activation periods for the power itself. When I let WoC go longer than just turn-on-shut-off, the proc triggers didn't come off as being nearly as clustered up front as when I turned the power on. Now this is somewhat of a "duh" situation because "of course, it has an initial tick to proc" but how often are any of us knowingly entering melee at the appropriate tick point, and how many of those toggles can get reduced to sub-10/s recharges? Well, actually most of them. Some are a trade off of Rech/Animation, but on average probably around 4-5/s, maybe 6/s on the longer side of total time.

     

    My mindset on toggle AoE's has suddenly shifted in an odd way. For a power like this, with an incredibly tight radius, but huge proc-ability (I have 4 in it, it can fit 5), I'd want to be able to control that effect is closely as possible, especially considering WoC causes things to wander in fear/confusion once the mob figures out what's going on. If I don't have them locked down or tightly packed, I'm not likely going to want to just leave that errant firing off, but I can cycle it very quickly. In fact I can cycle it faster than the toggle countdown (6.378/s to rech+anim). Is that worth the hassle? Well, guess that's not really up to me to decide, but Electric doesn't have a ton going on in 6.378 seconds of AoE besides two primary powers, and I only really need to find 1.848/s to fire WoC off every 4.58 seconds to make it worth the effort. It's an interesting thought pattern.

    I just want to point out that the purple contagious confusion proc in confuse sets can boost the magnitude on confuse and help you confuse lts and bosses. This doesn't apply at all to the damage-dealing point of proc monsters, but it does make those two powers much stronger control wise imo

  16. On 8/18/2019 at 4:25 PM, GM Fiddleback said:

    Ermmm..... sorry.....  I don't wish to offend, but....

     

    Why didn't you just stand next to the DK and swordify everything it pulled next to it?

     

    (Also, forgive my lack of WoW knowledge if that is somehow preempted by the way the power works. I'm just going off your description of it.)

    I want a power called swordify.

×
×
  • Create New...