Jump to content

modest

Members
  • Content Count

    154
  • Joined

  • Last visited

Community Reputation

181 Excellent
  1. Resistance and regeneration debuffs are the most impactful debuffs at the end game. Resistance debuffs directly increase the damage of the entire team. They also allow a team to deal damage above the damage cap of their archetype, and increase the damage dealt by damage procs. -Regeneration debuffs are very helpful against targets with high health and regeneration. The values of powers that debuff regeneration are typically either 500% or 1000%. Those percentages are so high that they have a large impact even if they are heavily resisted. Damage and ToHit are heavily resisted, but they can be layered/stacked enough to have an effect. For example, my Storm/Dark Defender can lower a level 52 Praetorian archvillain's ToHit to 32%. As a result, due to the way that tohit and defense work, the archvillain has a 9.90% ToHit chance. That extra survival is not necessary for an end game team, but it is a meaningful debuff when solo.
  2. That is not how resistance debuffs work. Resistance debuffs are resisted by resistance.
  3. @Ralathar44 You possess a fundamental misunderstanding of the mechanics of the game. I recommend that you take the time to read up on the mechanics of resistance, archvillain resistances, and the manner in which resistance serves to resist resistance debuffs. The information that you have written is incorrect, but you have displayed a sincere attempt to understand the mechanics, and I think that you might value debuffs more once you gain a greater understanding of the mechanics. Sleet recharges in 13-16 seconds. Heat Loss recharges in ~81-82 seconds and is permanent. Some resistance debuffs recharge even quicker. For example, Envenom from Poison recharges in ~4 seconds. In end game content such as incarnate trials, task forces, and strike forces, the only characters that provide a net contribution to a team when compared to a damage dealer are debuff support sets and a single Kinetics player. This has been thoroughly tested by trial and task force challengers. In end game content, players gain little to no value from healing, Fortitude, Adrenaline Boost, or Recovery Aura. Players are able to meet their own defense and recovery needs through the use of IOs, and a single Kinetics character adds more damage, endurance, and recharge than an Empathy character. Empathy simply is not needed on an end game team. It offers little to no value, and is objectively worse than bringing an additional damage dealer to the team.
  4. This information is not correct.
  5. I will update my original post to include your corrections.
  6. After I posted the tables, I noticed that @Bill Z Bubba updated his earlier posts. I have edited the above list to include the corrected version shared by @Bill Z Bubba.
  7. I created a spreadsheet of all of the suggestions suggested in this thread so that I could visually compare them. Bopper + Modest design: Level Power name Function Level 1 Focused Fighting Toggle: Self +DEF(Melee), +Res(Confuse, DEF Debuff) Level 2 Focused Senses Toggle: Self +DEF(Ranged), +Res(DEF Debuff), +Perception Level 4 Evasion Toggle: Self +DEF(AoE), +Res(DEF Debuff) Level 10 Practiced Brawler Click: Self +Res(Disorient, Hold, Sleep, Immobilize, Knockback), 10% Absorb Level 16 Agility Auto: Self +DEF(Melee, Ranged, AOE), +Res(All DMG but Psionics and Toxic (Scaling), DEF Debuff) Level 20 Quickness Auto: Self +Res(-Recharge, -SPD), +Recharge, +SPD Level 28 Enduring Auto: Self +Recovery, +DEF(Psionic), Res(DeBuff DEF), Res(DMG, Special) Level 35 Burst of Speed Location AoE Moderate DMG (Smash), Self Teleport Level 38 Elude Self +DEF(Melee, Ranged, AoE), +Res(DEF Debuff), +Recovery, +SPD, +Jump, +Special Sentinel design: Level Power name Function Level 1 Focused Fighting Toggle: Self +DEF(Melee), +Res(Confuse, DEF Debuff) Level 2 Focused Senses Toggle: Self +DEF(Ranged), +Res(DEF Debuff), +Perception Level 4 Evasion Toggle: Self +DEF(AoE), +Res(DEF Debuff) Level 10 Practiced Brawler Click: Self +Res(Disorient, Hold, Sleep, Immobilize, Knockback), 10% Absorb Level 16 Enduring Auto: Self +Recovery, +DEF(Psionic), Res(DeBuff DEF), Res(DMG, Special) Level 20 Agile Auto: Self +DEF(Ranged, AOE), +Res(All DMG but Psionics and Toxic (Scaling), DEF Debuff) Level 28 Dodge Auto: Self +DEF(Melee), +Res(All DMG but Psionics and Toxic (Scaling), DEF Debuff) Level 35 Quickness Auto: Self +Res(-Recharge, -SPD), +Recharge, +SPD Level 38 Elude Self +DEF(Melee, Ranged, AoE), +Res(DEF Debuff), +Recovery, +SPD, +Jump, +Special Powers reordered Sentinel: Level Power name Function Level 1 Focused Fighting Toggle: Self +DEF(Melee), +Res(Confuse, DEF Debuff) Level 2 Focused Senses Toggle: Self +DEF(Ranged), +Res(DEF Debuff), +Perception Level 4 Evasion Toggle: Self +DEF(AoE), +Res(DEF Debuff) Level 10 Practiced Brawler Click: Self +Res(Disorient, Hold, Sleep, Immobilize, Knockback), 10% Absorb Level 16 Agile Auto: Self +DEF(Ranged, AOE), +Res(All DMG but Psionics and Toxic (Scaling), DEF Debuff) Level 20 Dodge Auto: Self +DEF(Melee), +Res(All DMG but Psionics and Toxic (Scaling), DEF Debuff) Level 28 Quickness Auto: Self +Res(-Recharge, -SPD), +Recharge, +SPD Level 35 Enduring Auto: Self +Recovery, +DEF(Psionic), Res(DeBuff DEF), Res(DMG, Special) Level 38 Elude Self +DEF(Melee, Ranged, AoE), +Res(DEF Debuff), +Recovery, +SPD, +Jump, +Special Powers reordered Sentinel (@Bill Z Bubba) design without Enduring: Level Power name Function Level 1 Focused Fighting Toggle: Self +DEF(Melee), +Res(Confuse, DEF Debuff) Level 2 Focused Senses Toggle: Self +DEF(Ranged), +Res(DEF Debuff), +Perception Level 4 Evasion Toggle: Self +DEF(AoE), +Res(DEF Debuff) Level 10 PB or MB Click: Self +Res(Disorient, Hold, Sleep, Immobilize, Knockback) OR Mez Resist moved to toggles and +10% Absorb Level 16 Dodge Auto: Self +DEF(Melee), +Res(All DMG but Psionics and Toxic (Scaling), DEF Debuff) Level 20 Agile Auto: Self +DEF(Ranged), +Res(All DMG but Psionics and Toxic (Scaling), DEF Debuff) Level 28 Lucky Auto: Self +DEF(AoE), +Res(All DMG but Psionics and Toxic (Scaling), DEF Debuff) Level 35 Quickness Auto: Self +Res(-Recharge, -SPD), +Recharge, +SP Level 38 Elude Self +DEF(Melee, Ranged, AoE), +Res(DEF Debuff), +Recovery, +SPD, +Jump, +Special Ninjitsu and Shield (@Lockpick) design: Level Power name Function Level 1 Focused Fighting Toggle: Self +DEF(Melee), +Res(Confuse, DEF Debuff) Level 2 Focused Senses Toggle: Self +DEF(Ranged, AOE), +Res(DEF Debuff), +Perception Level 4 Agile Auto: Self +DEF(Ranged), +Res(All DMG but Psionics and Toxic (Scaling), DEF Debuff) Level 10 Practiced Brawler Click: Self +Res(Disorient, Hold, Sleep, Immobilize, Knockback), 10% Absorb Level 16 Dodge Auto: Self +DEF(Melee), +Res(All DMG but Psionics and Toxic (Scaling), DEF Debuff) Level 20 Quickness Auto: Self +Res(-Recharge, -SPD), +Recharge, +SPD Level 28 Lucky Auto: Self +DEF(AoE), +Res(All DMG but Psionics and Toxic (Scaling), DEF Debuff) Level 35 Enduring Auto: Self +Recovery, +DEF(Psionic), Res(DeBuff DEF), Res(DMG, Special) Level 38 Elude Self +DEF(Melee, Ranged, AoE), +Res(DEF Debuff), +Recovery, +SPD, +Jump, +Special Frankly, I think that all of these suggestions are better than the current melee versions of Super Reflexes.
  8. Would you rather that Super Reflexes keep the three passive powers and not get Enduring? Or would you suggest that two of the passive powers be merged (as they were in the Sentinel set) and that the newly-available slot be filled with Enduring? Our goal is to add Enduring to the set without changing the defense values, defense debuff resistance values, or scaling resistance values values. That requires freeing up a slot. The Sentinel version solved this by merging two of the passive powers. Enduring takes defense sets, so it provides the same slotting options for set bonuses as the passive that was removed.
  9. I understand your point of view, and I acknowledge that your point of view is valid, but I disagree with it. The Homecoming developers have already displayed a willingness to alter existing power sets to improve player experience. They have already rearranged powers in several sets. For example, they rearranged AOE attacks in many of the Tanker melee sets. The power "Enduring" that we are suggesting be added to the melee version of Super Reflexes already exists in the Sentinel version of Super Reflexes. The Sentinel version receives a larger absorb shield than the one that we are suggesting. Again, I understand your point of view, but I respectfully disagree. The only proposed change beyond what you mentioned is the addition of a new power in the tier 8 slot. However, if you have a better idea for what should be done with that slot then I would appreciate your feedback.
  10. I seriously don't understand how I've offended you, and I did not mean to assume your gender or sexuality. I think that it's best if I stop replying to your posts as we're clearly not on the same page, and at this point I'm confused. I apologize again.
  11. I sincerely apologize if my request came across as an attack. It was not my intention to limit your expression. In no way do I want to discourage you from pursuing your hobby, but this is not the right venue for role play. There is a subforum that is exclusively devoted to role playing, and it is my experience as a player on Everlasting that role players are very welcoming! "Haijinx" would be an adorable name for a catgirl/catboy/catperson. 🙂 Energy Aura received a revamp in Issue 21 as a response to player forum feedback. Invulnerability received an update in issue 3 and a significant overhaul in issue 13.
  12. I request that you limit your roleplaying to other threads. This is a suggestion thread in the Suggestions & Feedback subsection of the forums. There is a roleplaying subforum that would likely welcome you. They tend to be quite friendly over there. I'm not sure if Captain Powerhouse will be willing to role play as your cross-trainer-desiring spouse, but it can't hurt to politely ask. Good luck!
  13. We fundamentally disagree, and I don't think that we can see eye to eye about this. I respect that you have a difference of opinion, and I thank you for sharing your opinion. It might be helpful for the thread if I list the level at which every defense secondary receives its primary defense and resistance powers. Here's the list alphabetically: Level as Primary/Level as Secondary Set name: Bio Armor Type: Hybrid Level 1/Level 1: Hardened Carapace, Self Toggle, +Res(Lethal, Smash, Toxic, Disorient, Sleep), +Regen, +Special Level 2/Level 4: Environmental Modification, Self Toggle, +Res(Hold, Knockdown, Immobilize), +Def(Energy, Negative, Fire, Cold, Psionic), +Special Level 6/Level 10: Evolving Armor, Self Toggle, +Res(All), Foe -Res(All), Taunt, +Special Set name: Dark Armor Type: Resistance Level 1/Level 1: Dark Embrace, Toggle: Self +Res(Smash, Lethal, Negative, Toxic) Level 2/Level 4: Murky Cloud, Toggle: Self +Res(Fire, Cold, Energy, Negative, End Drain) Level 6/Level 10: Obsidian Shield, Toggle: Self +Res(Psionic, Sleep, Hold, Disorient, Fear) Level 12/Level 20: Cloak of Darkness, Toggle: Self Stealth, +DEF(All), +Res(Immobilize), +Perception Set name: Electrical Armor Type: Resistance Level 1/Level 1: Charged Armor, Toggle: Self +Res(Smash, Lethal, Energy) Level 2/Level 4: Conductive Shield, Toggle: Self +Res(Fire, Cold, Energy, Negative) Level 6/Level 10: Static Shield, Toggle: Self +Res(Psionics, Disorient, Hold, Sleep, Teleport, End Drain, -Recovery Set name: Energy Aura Type: Defense Level 1/Level 1: Kinetic Shield, Toggle: Self +DEF(Smash, Lethal, Energy), +Res(DEF Debuff) Level 2: Dampening Field, Auto: Self +Res(Smash, Lethal, Energy, Endurance Drain) Level 4: Power Shield, Toggle: Self +DEF(Fire, Cold, Energy, Negative), +Res(DEF Debuff) Set name: Fiery Aura Type: Resistance Level 1/Level 1: Fire Shield, Toggle: Self +Res(Smash, Lethal, Fire, Cold, Disorient) Level 12/Level 16: Plasma Shield, Toggle: Self +Res(Fire, Energy, Negative, Hold, Sleep) Set name: Invulnerability Type: Hybrid Level 1/Level 1: Resist Physical Damage, Auto: Self +Res(Smash, Lethal, DEF Debuff) Level 1/Level 2: Temp Invulnerability, Toggle: Self +Res(Smash, Lethal) Level 6/Level 10: Resist Elements, Auto: Self +Res(Fire, Cold, Toxic, -Recharge, -SPD, -Jump) Level 8/Level 16: Unyielding, Toggle: Self +Res(All DMG but Psionics, Disorient, Hold, Sleep, Immobilize, Knockback) Level 12/Level 20: Resist Energies, Auto: Self +Res(Energy, Negative, End Drain) Level 18/Level 28: Invincibility, Toggle: PBAoE, Foe Taunt, Self +DEF(All DMG but Psionics), +To Hit Set Name: Ninjitsu Type: Defense Level 1/Level 2: Ninja Reflexes, Toggle: Self +DEF(Melee), +Res(DEF Debuff) Level 2/Level 4: Danger Sense, Toggle: Self +DEF(Ranged, AoE), +Res(DEF Debuff), +Perception Level 4: Shinobi-Iri, Toggle: Self +DEF(Melee, Ranged, AoE), +Run Speed, +Jump Set name: Radiation Armor Type: Resistance Level 1/Level 1: Alpha Barrier, Toggle: Self +Res(Lethal, Smash, Toxic) Level 2/Level 4: Proton Armor, Toggle: Self, +Res(Energy, Fire, Cold and Negative) Level 6/Level 10: Fallout Shelter, Toggle: Self +Res(Hold, Sleep, Immobilize, Stun, Knockdown, Toxic, Psi, Slow) Set Name: Shield Defense Type: Defense Level 1/Level 1: Deflection, Toggle: Self +DEF(Melee), +Res(Smash, Lethal) Level 1/Level 2: Battle Agility, Toggle: Self +DEF(Ranged, AoE), +Res(DEF Debuff) Level 2/Level 4: True Grit, Auto: Self +Res(Fire, Cold, Energy, Negative, Toxic), +Max Health Level 12/Level 20: Phalanx Fighting, Auto: Self +DEF(Melee, Ranged, AoE) Set Name: Super Reflexes Type: Defense Level 1/Level 1: Focused Fighting, Toggle: Self +DEF(Melee), +Res(Confuse, DEF Debuff) Level 1/Level 2/Level 4: Focused Senses, Toggle: Self +DEF(Ranged), +Res(DEF Debuff), +Perception Level 2/Level 4/Level 10: Agile, Auto: Self +DEF(Ranged), +Res(All DMG but Psionics and Toxic (Scaling), DEF Debuff) Level 8/Level 16/Level 20: Dodge, Auto: Self +DEF(Melee), +Res(All DMG but Psionics and Toxic (Scaling), DEF Debuff) Level 12/Level 20/Level 35: Evasion, Toggle: Self +DEF(AoE), +Res(DEF Debuff) Level 18/Level 28: Lucky, Auto: Self +DEF(AoE), +Res(All DMG but Psionics and Toxic (Scaling), DEF Debuff) Set Name: Willpower Type: Hybrid Level 1/Level 1: High Pain Tolerance, Auto: Self +Res(All), +Max Health Level 1/Level 2: Mind Over Body, Toggle: Self +Res(Smash, Lethal, Psionic) Level 6/Level 10, Indomitable Will, Toggle: Self +DEF(Psionic), +Res(Disorient, Hold, Sleep, Fear, Confusion, Knockback) Level 18/Level 28: Heightened Senses, Toggle: Self +DEF(All DMG but Psionics), +Res(DEF Debuff), +Perception I hope that this list is a helpful comparison. From this list, we can see that the following power sets receive their primary toggles in the first four levels: Dark Armor, Energy Aura, Electrical Armor, Ninjitsu, Radiation Armor, Shield Defense. The Hybrid sets receive powers at later levels, but they also receive more powers than the sets with a singular focus.
  14. You are welcome to your opinion. I disagree with it. The other power sets are listed in the first post in this thread. I even helpfully listed the order in which those sets receive their equivalent powers. I am not sure why you find power sets other than Super Reflexes to be ominous. Do defense-based power sets other than Super Reflexes threaten you? Be still, child, for I shall protect you from the dangers of Energy Aura, Shield Defense, and Ninjitsu. Cry not, oh startled lamb, for no defense set shall menace you on this day. Bopper suggested a 10% absorb that lasts 120 seconds, with half of the 10% enhanceable. I agree with that suggestion.
×
×
  • Create New...