Jump to content

LQT

Members
  • Posts

    208
  • Joined

  • Last visited

Everything posted by LQT

  1. 3 year necro ⚰ This is still happening.
  2. - Will Domination Despite those changes Will Domination still ends up being the slower of the t1/t2 attacks because of animation for Blasters has a travelling component that is not only slower than the travelling component found in Mental Blast, but isn't present in the Ancillary/Epic powerset version of [Will] Domin[ation]e the new version of WD is more similar to after this change. Either the animation needs sped up to match one of Psy Dart's original benefits or just removed to match how Dominate functions and have the damage land instantly. - Psionic Darts For a blast set which is meant to boast a greater range than the others a 60' cone isn't exactly something to write home about, even if it is a 1s cast time. Umbral Torrent from Dark Blast is a 1.03s cast time and has a 80', 30 degree range by comparison. - Psynado Couldn't really tell much of a difference in the cast time since the test server has the same latency difference for me as the US servers, but even with the radius decrease it can still hit a large enough area for a suitable mob density. - Scramble Minds [Blaster] When testing Scramble Minds against the 5 Test Dummies in the RWZ the inflicted status effect animations occur before the power is even finishing activating. Pre combat Activating power, 4th mob already appearing under status effect. Power finally firing. Same result on other activations. Multiple mobs affected.
  3. This is still happening. Powers are missing customisation options. Selecting said powers always brings up the same default red options. Prior to checking powers will use a white effect rather than intended customisation options or even the default red that shows here.
  4. Non 50s doing a +4 anything are going to be -5 to either half or all the mobs present on a map depending on what the upper limit in question. As far as examples go not only is this completely irrelevant to what kind of AT someone plays under those conditions, [squishy or otherwise], but it's also entirely misleading because none of the issues a player encounters will have anything to do with it being a taskforce. Normal paper missions would mean sidekicks were facing +5s if not +6s due to 0/+1 mechanics that can happen on maps. One of the most frequent encounters like this is the very first group on the Mortimer Kal SF which is always the +1 group so running that on +4 means it's +5 to the team lead and anyone being sidekicked will face +6s!
  5. Chicken meet egg. > The Halloween Salvage vendors are also offering a new limited-time Fir Bolg Prestige Costume, which will be available for the entirety of the month of October each year! This update includes two more Seasonal Prestige Costumes, the Ancient Vampire and Arisen Mummy, and if Page 5 follows normal Tuesday updates then unless Page 5 goes live in 9 days, if not sooner, nobody will be able to buy those two EB skins until next year because the following Tuesday is the 1st of November which is the end date for the Seasonal Event. So either the update goes live regardless of the status of the other aspects are present in the patch or the SPCs need to go live before everything else.
  6. Yes, it's possibly one of the worst T1 powers to consider skipping from any of the support sets because of the synergy built around it.
  7. Guessing this is going through as is since there's been no other posts in a week and the second build changed nothing.
  8. Fire Armour is used for farming for 3 main reasons. 1. The set easily caps mob attack Type RES [Fire]. 2. Fire attacks are the easiest Type to mitigate due to the secondary component being negligible compared to other Types [Stuns/Disorient/KB/-DEF/-Tohit/-Recharge/Slow]. 3. It has both a damage aura, Blazing Aura, and an active damage power in the form of Burn.
  9. At level 2 one of those immobs, the tier 3, is one of the best powers both Controllers and Doms can take for the ATO that spawns Energy Fonts/Fiery Orbs due to it being a spammable quick-recharge, ranged AoE. With large enough groups you can end up with 3 or more Font/Orbs on top of your existing pet lineup. It is by no measure a worthless power and while three of the 1' sets do not have such a power, two of them [Grav and Mind] have their ST hold for the t3 power, while the third [Dark] has a cone that requires positioning for maximum effect. Set wise that also means you can slot Gravitational Anchor w/ Hold proc for even more hard control or for some "cheaper" options 2 Bombardment IOs for the +5% global range increase, 5 WOs for added Immob procs, or whatever Frankenslot options someone may choose. Levels 1-4 are already more or less: Level 1: ST hold and t1 from 2'. Level 2: rAoE immob Level 4: Powerpools [CJ/Hover for early Kismet or even actual Travel powers although the first 10 or so levels go fast enough these days putting off an actual travel power until 14 or so won't harm anyone since there are also the various free/p2w travel temps avaiable] With the changes that order is likely going to remain the same except where the t1 2' will be swapped for the t2 due to the significant increase in damage at the cost requiring melee range for the t2 while the t1 is ranged.
  10. Nothing is changing that affects any of that except being able to take your t2 secondary power at level 1, though. New level availabilities only start at level 22 by which point you will have left the 3 Gold starter zones one way [Rift] or another [First Ward]. The only and most significant secondary changes under level 20 are for PBs and WS which can't be made Goldside.
  11. Yes, getting 205 ft PvE radius on Brainstorm atm, 150 from Hide, 55 from Stealth.
  12. Because with these changes the Penny Yin TF, [and Silver Mantis SF although the playerbase doesn't seem to do Redside stuff as much unfortunately], will be the lowest content every AT can bring both their t9 powers to due to the level (20-25) requirements. Previously the first Blueside TF you could see t9 nukes due to the Exemp+5 rule was Moonfire (23-28/[33]) and the first you would see t9 2' powers was either Katie Hannon (30-34/[39]) or Manticore (30-35/[40]). Note both those examples regarding the t9 2' powers are 10 levels higher than the requirements for Penny Yin/SM. Blasters, Corruptors, Sentinels, and Defenders will all be able to use their t9 nukes during Penny Yin with this change because the first 3 ATs all share the same 1' set and power availability while Defenders will benefit from their formerly t9 2' nuke moving from level 38 to level 30. This change will not only significantly improve damage output but also support output/defence mitigation due to powers such as these being potentially at hand: First off the obvious ones: T9 nukes from every AT that can take them at 26 or 30 after this change. Dark Servant, Adrenaline Boost/Painbringer, Fulcrum Shift, Overgrowth, Chrono Shift from Defenders (26) and Corrs/Controllers/MMs (30). Every possible summonable pet from Controllers, MMs [including things like Dark Servant from their 2' set if taking Dark Miasma] and Dominators. T9 2' armours on Tanks/Brutes/Scrappers/Stalkers/Sents for what powersets that actually proves useful in PvE [some are better than others like Bio vs any of the "God Modes" that have an End crash], which specifically will include Granite Form. Light Form and Eclipse from PBs and WS respectively. That means various ATs will have access to what are often their most powerful abilities for level 20 content the Live Devs likely designed while keeping in mind what powers players would and, probably even more likely, would not be able to use. Additionally Penny Yin being such a short TF means it sees a lot of attention during the WST for those wanting to farm the "Repeat WST" badge since The Hollows was somewhat nerfed there. I'm not against these changes entirely but dropping both t9s so low will cause issues throughout content that was designed in ways such powers were never intended to be used. Penny Yin and Silver Mantis are simply on the extreme end of things in terms of what will be the lowest content affected as well as likely the most significantly given what powers players will be able to use during them.
  13. Make sure to keep up to date on the changes as they go through. As of 6 hours ago there was a new beta patch which includes these changes to Burn amongst other things: Burn Fixed a bug where the power was not inheriting damage buffs. Recharge reverted back to 25s. Cast time reverted back to 2.03s. Radius reverted back to 8ft.
  14. I foresee Penny Yin being especially quicker since it's now the lowest TF you can use nukes on being 20+ so level 25s will have access to them regardless of whether they are Blasters/Corr/Sents or Defenders.
  15. This is not correct in the slightest. Turn on Stealth [and no other +strealth/-perception power] and go stand next to a group of mobs and see what happens. They see you, and attack you. This. I have SS on several toons with built in Stealth powers because of the synergy afforded when combining SS and Field Op or SS and Energy Cloak to name both my main's [/Devices Blaster] example and my most frequent due to the number of /EA Brutes I have. SS has for years helped with stealthing for whatever reason players chose and all things considered changing it like this feels close if not breeching the Cottage rule regarding not only how the power has worked for so long but also how the very concept of 'Super Speed' is depicted in other media almost universally.
  16. Ok second attempt now that I've read the post properly. Will Defiance affect t2 powers in this way?
  17. This. Back on live I purposefully used to take Mu Mastery on my Fire/Kin Corr because when nuke crashes were still a thing an auto hit end+ pbaoe was one of the most useful things you could use to get back to fighting ASAP. While I do have Consume on several Fire toons it's pretty much always slotted for getting End back or maybe as a mule. The damage part barely comes into things even on my Fire3 Tank which will admittedly love these changes but still uses it for End recovery more than even more aoe output.
  18. This is already a thing, do you mean tier 3 powers? Scratch that, misread.
  19. Checking this again the primary/secondary layout seems inconsistent still. Currently the Reactor appears to be using Primary/Secondary colours with Primary coloured FX. The Capacitor appears Primary/Secondary with Secondary/Primary additions and still using Primary coloured FX. Using Silver/Gold as the primary/secondary options the main Reactor ends up silver while the lower vent looking parts are gold. So far so good. Adding in the FX option means the lightning ball is silver. While not much of an issue itself the Capacitor options create more of a conflict that makes it seem like the FX should be the secondary colour. Capacitor adds in 3 smaller sections that are "primarily" gold with a silver FX. This means the outer casing of the smaller 3 parts doesn't match the casing of the Reactor. Capacitor with FX combines the issues. The outer cases of the Capacitors should have the colours swapped and the FXs should be synced to match. Red line sections should match the Primary, blue line sections should match the Secondary. Edit: Rocket Boots w/ FX do the same thing. If you want gold flames you need to set the Primary as gold which turns the entire boot gold. If you were aiming for black boots with gold inline than you end up with "black" flames. Either swapping the FX to the Secondary or adding an option where the FX is the Secondary would likely match a lot of themes better.
×
×
  • Create New...