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ajlee209

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Posts posted by ajlee209

  1. There i

    1 minute ago, Redlynne said:

    Working As Intentionally Designed.

     

    If you EVER ... AT ANY TIME ... EVER in the history of the character's existence take ANY of the Crab powers (primary, secondary ... ANY) then that character will have a Crab Backpack FOREVER after that, even if you later respec out of having any Crab powers.  Why?  Because you could respec (or alternate build) Crab powers again at some point in the future.

     

    So if you don't want the Crab Backpack enforced on your character, you must NEVER EVER EVER take any Crab powers at all ever.

     

    Working As Intentionally Designed.

    Theres no way this was intentional. It seems like such a stupid choice.

    • Like 1
  2. 1 hour ago, Monos King said:

    I happened to address the change in base values above so I'm glad we're on the same page there, but as for Gaussians I am adamant it needs to return. With all the issues of IO viability, stripping a pet of one of the *only* instances of said concept isn't something I will ever get behind, especially when it's been around for so long. It will seem like less of an advantage when MMs get a few IO touch ups (hopefully one of the options proposed in the poll) but Enforcers gaining the Boost Up isn't nearly as tide turning as you might think. It pretty much just ensures they do decent damage and don't miss when it matters. Pets dmg cap is only 300%, so their damage is more dependent on effects or base power damage.

    I shouldn't have said OP because you are correct in that it wouldn't change the tide in some overhauling fashion.  I still think it should not be added because the overlying problem is with IO/MM interaction in general. It's almost a waste to try to build set bonuses with MM because your pets get almost 0 benefit from a majority of those bonuses. Fix the core issue before mending it with a decent compromise. 

  3. Necro - I still think Necro needs just a bit more AoE to perform somewhat closer to the other sets when it comes to damage. Give Grave Knights Slice.

     

    I really like the pet aura removed and put into upgrade option. I think it should be enhanceable though and the base needs to be relatively low.  Having them have a high base would be way too big of a power jump starting at level 6 and 32.

     

    Beasts still need help. I disagree that they are fine.  Buffs to their AI to where they arent howling out of combat could help.

     

    I happen to agree with PH that Gaussian should not be on enforcers. It makes thugs too good imo.  

     

     

    • Like 1
  4. 13 minutes ago, parabola said:

    Being a contrary sort I often use the arrival of a new powerset to play things that will benefit from having that powerset around rather than play the powerset itself. As we are probably going to be awash with new defenders and controllers when this hits live it might be the time for me to pick up a blaster or a tank. Something end heavy would seem appropriate to get full benefit.

    Honestly I think the AT that will benefit from this the most is Doms. The +special in the T9 is a major boost and overall the set is great for them. You get +damage, +recharge, plenty of heals etc. 

  5. 18 minutes ago, Coyote said:

     

    I think a 2% Special would be unique and would be a draw to the set. And while quite useful in many ways, the bonus is small enough to not overpower anything. If the set had an in-set Defense power it might be an issue, but you struggle to get much over 10% from pool powers, so adding 1% to defense or so at maximum stacking doesn't seem like it can cause any problems.

    I agree. This is one of the best suggestions I have seen that get to the core issue of the set without reinventing the wheel.  This set is unique and fun. I hope it stays that way. Changes to the numbers is the way to balance this, not making it something different from what it already is. 

     

    • Like 1
  6. 36 minutes ago, Bossk_Hogg said:

    Hah! I don't see that comparison, given the debuff focus of TA. I'd originally gone with kinetics, but Nature has absorb, heals, end recovery, damage debuff, and damage resistance. Only significant thing Nature is missing is status protection and the +special in amp up. And Nature just seems overall better at doing it.

     

    Adding more +special and some recharge would help make it a more offense focused version.

    I was shocked to see them take out the +special of empowering circuit. It made the set unique and fun.  It nerfed the ability from a practical standpoint and the set lost a lot of character IMO. 

     

    • Like 2
  7. 8 minutes ago, Auroxis said:

    I'll just post my dream changes:

     

    • ShockTherapy_Shock.png.47ac6e7922aa47a49b8a4f9b0a01c904.png T1: Shock (Ranged, Moderate DMG (Energy), Foe -End, -Regen, -Recovery, -DMG, Self +Static)
      • Now also deals moderate levels of damage (similar to a Tier 2 blast)

     

    • ShockTherapy_RejuvenatingCircuit.png.9d37e1718186c520d2153b9a61fdfe38.png T2: Rejuvenating Circuit (Ranged (Special), Ally Heal, Self +Static)

     

    • ShockTherapy_GalvanicSentinel.png.b58b41d878755ee68754ec83933028a7.png T3: Galvanic Sentinel (Summon Galvanic Sentinel:  Minor DMG (Energy) Ranged Debuff Special, Self -Static)
      • Now lasts 60 seconds regardless of static, and deals minor damage when attacking
      • Casts a powerful PBAoE -End and -Recovery debuff on its summoned location. The radius of the debuff depends on the number of stacks consumed

     

    • ShockTherapy_EnergizingCircuit.png.8a9a5dc9b610aae36727dab25de5034b.png T4: Energizing Conduit (Self +End (Special), Self +Static)
      • Now restores your own endurance and chains it to others. This lets you generate static without a target
      • Changed name to Energizing Conduit to reflect that

     

    • 23345712_index(1).png.1b4c0554c35eefaf23422283a20502cc.png T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End))

     

    • ShockTherapy_EmpoweringCircuit.png.1fea10aa19ad95294de2f3546ddb6384.png T6: Empowering Circuit: (Ranged (Special), Ally +DMG, Endurance Disccount, Self +Static)
      • Empowering Circuit now stacks with itself from the same caster
      • Cooldown has been doubled
      • Now grants a small buff to Endurance Discount

     

    • ShockTherapy_Defibrillate.png.4240c0c29aaf0058ef648d0c6d0a5ed4.png T7: Defibrillate (Melee (Targeted AoE), Ally Rez, Self -Static)

     

    • index.png.f5fb8575eb7ab70f373c9a5d7f5f6319.png T8: Insulating Circuit (Ranged (Special), Ally +Absorb, Self +Static)

     

    • ShockTherapy_AmpUp.png.9996c312ee1471de094ef91f460cef0e.png T9: Amp Up (Ranged (Special), Ally +Special, +Recharge, Self -Static)
      • The endurance drain proc has been replaced with an energy damage proc
      • The proc only applies when the buff is used at five stacks of Static

     

    • ShockTherapy_Static.png Static (Circuit Boost)
      • Generating Static now refreshes the duration on all active Static stacks

    See t6: I think this would make the set much much better. Its currently weaker than Siphon power while the rest of the set offers nothing of significant value other than Faraday Cage. 

     

    I don't think your solution to T9 is the direction I would go. I like what others have said about making it closer to the numbers of AB and pain bringer but keep the +special. 

  8. 1 minute ago, Auroxis said:

    I have to say I was hoping for a LOT more changes than that. The -regen to Shock (does it stack from the same caster?), while nice against AV's/GM's isn't that impactful against anything else.

    I agree with what others have said about Galvanic Sentinel, it shouldn't be so squishy or have such a short duration. I also still think it shouldn't be a -Static power. The removal of +Movement is slightly disappointing as it catered to Hover builds, but It's far from my main concern.

     

    The main issues with the set still remain, though I'm not gonna just repeat what I've said at this point until I see a change in direction.

    I hope they are just taking one main issue at a time if these are the changes we are getting from the copious amounts of feedback from before. I understand we are not the ones balancing the set but its still seems like all the major issues are there. Changes to shock are welcomed but the rest of it seems almost like nerfs??? 

    • Like 1
  9. 42 minutes ago, KelvinKole said:

    I'd like to suggest swapping the tiers of Amp Up and Empowering Circuit. Make Amp Up statistically similar to Temporal Selection (time gets this at tier 4) and significant buff Empowering Circuit to be a Heat loss and Fulcrum Shift level ability with moderate +dmg, moderate +recharge, and moderate +special. 

    I really like this. I mentioned these two powers specifically before. Both feel weak in their current forms and switching them around while buffing empowering circuit seems like a great change. 

  10. My $.2 about the set to reiterate what others have said:

     

    I really like how this set is kind of a mix of others in what it does but it doesn't seem to do one better than any other except maybe heal/shield output.

     

    Energizing Circuit - considering this has a 12 second base recharge with 25 second uptime, why not let the affects stack? +35% damage is pretty low for a power that you have to use often to keep it up.

     

    Amp up - with 5 stacks of static this gives someone a measly 35% recharge bonus.  This power already has an incredibly long CDR and the affects are pretty negligible. Especially since it only targets one person. 

     

    I feel like this set is close to Kin in the some of the buff types but compared to it, it is store quality.  Kin is and has always been overtuned but this set needs some buffs to the numbers. The ideas are FANTASTIC and I really enjoy the spirit of it, but it needs a lot of work on the numbers.

  11. 25 minutes ago, Odhinn said:

    I Really like this idea as it fits so well and feels right thematically. When I tank I tend to be the one leading the party, I let the team know when and where (or if) I am pulling, I am leading the charge. In game Statesman is the leader and likely a tank.

    I agree.  I feel like you only need one tank a group regardless.  Whenever I team with another tank, whoever gets the lead is the important one.  The other just hopes to do well enough.  A good tank will get the aggro of the entire group and not die regardless.  What is the other supposed to do? be a weak scrapper?

  12. 2 minutes ago, Rylas said:

    Good to know. Thanks!

     

    So is anyone else interested in group testing? I can test the changes solo, so I'm happy enough to take a different AT for group play. Someone's got to provide the Fulcrum Shift after all.

    I'm down to join at some point.  Very busy this week and weekend but would be happy to help.

    • Like 2
  13. 8 minutes ago, Replacement said:

    Only tangentially-related, but I think it's interesting that when people talk about nerfing Brute damage resist caps, everyone assumes 80%.  Honestly, I'd rather see them lowered to 87.5% resist cap -- that's close enough to 90 to not matter in most respects, but to technically be 25% increased incoming damage.  And then, as Captain Powerhouse noted - we will need to talk about Kheldian tanks, but only when we're happy with Tankers.

    The whole idea of lowering their caps is to differentiate.  We want the changes to matter.

     

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