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Vea

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Posts posted by Vea

  1. 31 minutes ago, Seigmoraig said:

    Wow Gloom really is good, I will have to look into switching up Mu for Soul to try it out. It also offers access to Darkest Night instead of Fences as a pre-req power for the pet at the end.
    Interesting ! Thanks for that breakdown

     

    I'll probably wait until Toxic Dart comes out to try it all out at the same time. It's at times like this when I wish it didn't take 30 mins to do a respec !!!

     

    I could totally see myself putting one of those slots into Stamina for the new 15% run speed buff from Synapse's Shock

    It's possible now on the beta, copy your spider over and change it up.

     

    1 hour ago, Omega-202 said:

    Regarding Suppression, yes, its DPA is terrible, but its coverage is pretty absurd, especially with some range enhancement.  And the -Def on it (and Longfang) are definitely helpful when it comes to letting the pets land their attacks.  Spiderlings at -4, even with solid Acc enhancement and with TTL running, are pretty bad shots on certain enemy groups.  Suppression spam definitely helps in that regard.  

    The area this power can cover is somewhat convincing me. Slotting just one Dam/Range from Posi increases the area covered by 80ft. +5 the dam range adds another 10ft. Using intuition radial adds a whopping 140ft of area covered. (I'm basing this of area of a segment). I think this means each cast will hit the target cap providing there is enough critters.

  2. Here are some comparisons between powers:

    ST Powers:

    Spoiler
      Longfang Mu Lightning Toxic Dart Gloom
    Base Damage 91.2 73.41 88.66 97.84
    Cast Time 2s 1.17 1.06 1.1
    Expected proc rate* 58.33% 59.33% 41.1% 76.42%
    Expected damage** 133.051 115.9793 111.4616 138.79
    Dam/Cast (DPA)

    66.525

    99.1275 111.4616*** 138.79

     

    * Based on 0% recharge and 3.5ppm proc.

    **based on 1 proc being slotted with 0% recharge. 

    ***This is before the additional 20% from venom!

     

    AoE Powers

    Spoiler
      Fences Suppression L-Ball Frenzy Dark Oblit
    Base Damage 44.48 61.86 56.68 87.86 50.05
    Cast time 1.17 3 1.07 2.5 1
    Expected proc rate* 58.11% 44.33% 71.78% 69.08% 71.63%
    Expected Damage**

    86.17

    93.66 108.18 137.42 101.445
    Dam/Cast 73.65 31.22 101.104 54.96 101.445

     

    * Based on 0% recharge and 3.5ppm proc.

    **based on 1 proc being slotted with 0% recharge. 

     

    I added dark to the comparison just because. Gloom is just so good, and dark oblit is just as good!

     

    I don't exemplar either, if I did I guess I got my bane to fall back on if needs be because that toon does exemplar pretty well.

     

    Based on the experience you've mentioned is that if you rely on just ball lightning you'll have gaps in the AoE chain, then fences seems appropriate and given that its better than suppression makes sense.

     

    The dilemma now is procs. The native powers have the best proc opportunities, then Soul and then finally Mu. 

    3 hours ago, Seigmoraig said:

    Frenzy is meh as best since you are wasting time running into melee range instead of doing damage with your ranged powers

    I'm keeping it on the table because it means we get access to PBAoE sets. Specifically Fury of the Gladiator. I also feel like pets are rubbish until you get into melee range so you gotta be in melee range so you might aswell pick up a melee power right?

     

    2 hours ago, Omega-202 said:

    I wonder how much swapping Longfang for dart gets you in the long run, especially when you can't slot -Def procs (Achilles and Lady Grey, also Shield Breaker if you want) in Toxic Dart.  Would need to do some testing to compare.  

    For me it's a matter of swapping Mu Lightning out over Toxic Dart. I like the way you've slotted it.

     

    Another dilemma is Suppression and its Arc and Range. Boosting for range on arcs is extremely good and doesn't impact proc potential. 

    • Like 1
  3. Thanks for your thoughts guys!

     

    I've done some testing and hit ~550dps on a pylon which was nice. I can now echo the Leviathan pick. It's not needed, and actually becomes a hindrance on the build, the cones are extremely end-heavy and has been my sole issue with this build. Overall though the build was unplayable..

     

    Toxic dart is great, it's super fast recharge and superfast cast.  Gloom is a little bit better in isolation but with Venom-nade it's considerably better imo. The DoT is similar and you can take it at level 4 rather than 35. 

     

    On paper I can't justify suppression. The only saving grace I can see is the Achilles heel which should proc frequently on groups of mobs.

     

    ST attack chain becomes: 

    Venom > Toxic Dart > Mu Lightning* > Toxic Dart

    AoE attack chain becomes:

    Venom > Frag > Lightning Ball > (maybe fences/frenzy/suppression if I can be sold on it)

     

    *Not sure if procc'd out Longfang would be better than Mu Lightning. But would spare me a power pick..

  4. I have T4'd my Bane and enjoyed doing it, but now I want a Crab. My bane build philosophy was pretty straight forward but I'm struggling to find out what is good or not for a crab. My build is a work in progress at the moment but i'd like to talk about a few powers and why or why they aren't picked.

     

    My goals for the overall build is perma pets, perma hasten and softcapped positional. The build is also for endgame stuff. I guess my philosophy for a Crab is to enable pets to do the most damage by stacking -res as much as possible while trying to max out as much toxic and AoE damage by myself.

     

    Wolf/Soldier powers

    To avoid redraw, I assume it's better to avoid all wolf powers. 

    Channelgun

    I assume this is a forced pick. Does it get used in the attack chain?

    Longfang

    Is this normally a preference thing? Its DPA is lower than that of the melee powers. With that being said I wish to swap this for Toxic Dart from the beta server. Am I missing something blindly obvious in relation to longfang?

    Aim

    I'd like this, but double assault, musc and gaussians proc firing off I'm close to damage cap. I don't see it many builds either. Also with long cast time powers I don't really see it having much impact.

    Suppression

    This appears to be a good pick, but I can't fit it in as I wish to take both ranged arc powers from Leviathan.

     

      Suppression Arctic Breath Bile Spray
    Range 50 60 60
    Arc 60 30 30
    Damage/Cast 0.3707 0.3745 0.449
    Damage type Energy Cold Toxic
    Other notes   -15%res -res proc  

     

    I think the toxic damage from bile spray, and the higher DPA beats suppression. I'd like some insight here if anyone has any, does the bigger arc make up for the lower damage? A side note a 3s cast time vs 2.67 doesn't sound like much but feels like an eternity!

     

    Venom Grenade

    Bread and butter and is essential for ST attack chains and AoE attack chains. Venom + Toxic dart is insane. Venom + Bile spray sounds fantastic.

    Frag Grenade

    A nice attack that i've used on my bane. +rech fires off pretty often here.

     

    Frenzy

    I can't fit this in and i've not seen many builds with it. But why? PBAoE attacks have some of the nicest IO sets. You could fit a -res proc here quite nicely. Higher DPA than Suppression and greater proc potential, but where is the love? 

     

    Omega Maneuver

    My personal playstyle wouldn't agree with this power. I've not heard great things to convince me otherwise. Not sure how good the taunt is?

     

    The Defensive Powers

    My intended picks would be CT:Defensive, TT:Maneuvers, TT:Assault, TT: Leadership, Mental Training, Fortification, Crab Spider upgrade. 

    I'm unsure about Serum, I currently can't fit it in, but probably could if I take out Assault (from power pool). Does it need to be invested in heavily to be perma? Would it be used as a heal, or a bigger health pool? My issue here is not having enough slots.

     

    The pets

    How do you slot for them?! I'd take treble pets and would slot expedient reinforcement in all of them plus the defensive uniques. Where (or is) Soulbound Allegiance Build up best placed? 

     

    Powerpools

    Hasten, Superspeed, Maneuvers, Assault, Fighting treble and Experimentation (Toxic Dart). I like a travel power, it helps keeping up with the pace of the game. Beast run doesn't quite hit it for me.

     

    Patron Powers

    Leviathan here. Picking 4 out of 5 powers. School of Shark/Spirit Shark would not be invested in maybe a chance for hold in School of Sharks but I don't think i'd ever use it. Arctic Breath and Bile spray is the main reason for picking it.

     

    Alpha

    I'm going for musculature to squeeze out as much damage as possible. I can't fit that many procs so Agility would be beneficial for me.

     

    Destiny

    Barrier or Rebirth? I don't need more recharge but endurance does appear like it would be an issue especially when re summoning pets.

     

    Hybrid

    Support makes the most sense, however does assault double hit work for pets?

    My thought here is Barrier + Double hit or Rebirth + Support.

    Has anyone got clear evidence or strong feelings on what route is better?

     

    Concluding thoughts

    Venom Grenade, Arctic Breath, Achilles Heal, Annihilation creates -res of -67%(?) and 87% to toxic is the main reason why I want to make this build. I'm interested in seeing what you guys think, as my thought process may be flawed.

     

    Please share your thoughts and your builds! I'll post mine once i'm happy with it and done some testing.

     

    Are there any silly ticks and trips available?

  5. 4 minutes ago, Coyote said:

     

    I'm not sure I understand... what mez are you building up? If it's Holds, then they damage the AV so the Sleep is broken. If it's Confuse, then Dark has a Confuse also, and I think with a slightly faster animation, so it can stack Confuse better. And if you're stacking Confuse, which does no damage, you're better off with the pets adding no-animation-time damage.

     

    The Sleep IS useful, but not for stacking mez... it's for sleeping OTHER AVs in case you're fighting multiple AVs. Sleep them all, then wake one up and pull it, then sleep that one and stack Confuses on it. But for single AV situations, it's just as good to go straight to the non-aggroing Confuses.

     

    I like Traps, but it's a bit finicky so I don't usuall play it. However, it's hard to beat great personal defenses with mez protection, AND stackable -Res, AND the best -Regen in the game, for fighting AVs. Dark Miasma is definitely great, though, and it can stack enough -Damage to neuter AV damage. For Defenders, it would be my 2nd pick since they do have to worry about personal defense against AVs while Illusion Controllers can take Cold instead since they're protected by PA.

    I tend to sleep > hold > sleep cycle til I build enough mez (being the hold). Out of preference I prefer holds because its in my attack chain and doesn't cause random running around. I'm still getting use to Dominators mind!

  6. 9 minutes ago, Coyote said:

     

    Ill/Traps for Controller due to the -1000 Regen from Poison Trap.

    For the same reason, I would bet on some */Traps for Corruptor/Defender, also. Probably Dark for the increased defenses.

    Dominator: Dark/Psy over Mind/Psy, for extra damage from pets.

    Mastermind: Robot/Traps.

    I always thought ill/cold was better mainly due to the synergy of high recharge builds complementing illusion (perma PA) and cold (double stack sleet and perma benumb). Traps does seem more solo friendly however?

     

    I chose Dark for Corr/Defenders just kind of based on the -tohit beefing up your defenses to softcap throughout the entire game. You can stack howling twilight too! Traps seems micromanagy where as dark is fire off once and then focus on your attack chain.

     

    I'm still kind of new to Dominators, but Dark doesn't have a sleep. Sleep allows you to build up enough mez on AVs to go into melee range and generally be safe. That would be my strategy anyway..

     

    Gonna stay quiet on the mastermind front.. but I have a funny feeling you like traps!

     

  7. 16 minutes ago, DR_Mechano said:

    For SoA Crabbermind (pet focused Crab build) is pretty much the best Solo at level 50. Tons of Pets, Tons of AoE and also currently putting out the best pylon DPS times (even beating TW/Bio scrappers) with sub 1 minute times. They cost a LOT to IO out but once they're IO'd out and fully incarnated there isn't much that stands up to a Crabbermind.

    That clears that up! How dependent is it on pet damage though? I always thought perma-pets was needed to reach the top-tier performance?

     

    For my own personal use, do you have a build to share?

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  8. Here is a list for each AT i'd recommend.

     

    Blaster: Ice/* (the secondaries are dealers choice. You can go for more damage or more survivability) Drain Psyche on mental was known to be needed for solo GM/AVs.

    Brute: TW/Bio maybe? I'd probably vote for Ice/Bio due to a personal bias.

    Controller: Ill/Cold.

    Corr: Dark/Dark or Ice/Dark.

    Defender: Same as Corr.

    Dominator: Mind/Psy or Plant/Psy (for drain psyche). /firey or /energy or /earth would also be top contenders for pure dps/relying on envenomed daggers.

    Mastermind: (not too sure here) .. only played bots/nature. I imagine it would be bots/something.

    Scrapper: TW/Bio (leveling is meh), Ice/Bio (personal bias) or Dark/Shield.

    Stalker: STJ/Bio

    Tanker: Unsure with changes but I imagine its the same as Brutes/Scrappers.

    SoA: not sure.

    Widow: I'd go fortunata.

    PB: Don't bother.
    WS: Don't bother.

    Sentinel: Fire(or Beam or Sonic)/Rad or Bio.

     

    For safe and steady go for a scrapper.

    For fun and challenging go for a blaster.

    For pet-based go Controller.

    To get a better understanding of game mechanics and overall more fun go for a dominator. 

     

     

     

  9. Dark/Dark Controller. Why? Darkness Affinity. It's unique to controllers and can't get it any other way. It's what I think Dark Miasma should have been.

     

    I went for a Dark/Dark/Primal Forces for a power boosted fade. (Energy torrent is also nice with KB to KD and +rech procs) Power boost also increases every other -tohit power!

  10. Blasters

    Archery/Atomic – 1 out of 14
    Water/TA – 1 out of 34
    Rad/Fire – 1 out of 58

    Brutes

    Spines/Fire – 1 out of 8964
    Rad/Fire – 1 out of 3423
    Savage/Fire – 1 out of 185
    MA/Elec – 1 out of 7

    Controller

    Fire/Kin – 1 out of 2459
    Dark/Dark – 1 out of 594

    Corrupter

    Fire/Kin – 1 out of 589
    Fire/Time - 1 out of 483
    Ice/Cold – 1 out of 233

    Defender

    Storm/Sonic – 1 out of 24
    Nature/Dark – 1 out of 28
    Beam/Poison 1 out of 21

    Dominator

    Mind/Psi – 1 out of 388
    Plant/Fire – 1 out of 153
    Elec/Dark – 1 out of 17

    Mastermind

    Robots/Nature – 1 out of 43

    Scrapper

    TW/Bio – 1 out of 593
    Rad/Shield – 1 out of 43
    Ice/Bio – 1 out of 9

    Stalker

    STJ/Invul – 1 out of 27
    Elec/Bio – 1 out of 30

    Tanker

    Rad/Savage – 1 out of 23
    Fire/Staff – 1 out 17

     

    I also have a Widow (Fortunata) and a SoA (Bane). I also had a DP/WP Sentinel, but deleted that a while ago.

    • Moose 1
  11. 1 hour ago, Coyote said:

    So I would think that the proc should fire once at 90% chance when Heat Loss is used, though not more than once since the initial cast is treated as a single-target power rather than an AoE.

    I knew the power was a bit funky with the pseudo pet, but thought the 90% chance in the single-target power element would at least fire off. Disappointed either way!

  12. The power transfer proc heals a different amount depending on the level of the enemy, not sure if this is intentional. Here is the testing:

     

    60.91 against +4 (effectively +3 with level shift) - 3.25% of base tanker health

    74.96 against +3 (effectively +2 with level shift)  - 4% of base tanker health

    84.33 against +2 (effectively +1 with level shift) - 4.5% of base tanker health

    93.7 against +1 (effectively even level with level shift) - 5% of base tanker health

    104.01 against even level (effectively -1 with level shift) -  5.5% of base tanker health

     

    Additionally I can't seem to get it to fire off in heat loss either, not sure why. I can't remember if heat-loss is a pseudo pet so is the heal somehow healing the pet? Also not sure if the proc would have a chance to proc against every enemy affected or the initial single target.

  13. 5 hours ago, 10kVolts said:

    Generally procs in AoE toggles tend to be a little underwhelming because of the 10 second tick rate. Once you factor the radius into the PPM calculations what you get is generally somewhere in the neighbourhood of a 5-10% chance to proc every 10 seconds on each mob.

     

    In any case, there's a possible bug not sure if it is intended or not but the Power Transfer heal seems to scale based on the enemy' conning, so it heals more when they are below yourself and heal less when you're deep in the purple patch. Was noticing this when I had it slotted in Consume at least.

    Frozen aura is effectively footstomp for ice melee not a toggle (20 sec recharge time so should proc pretty frequently. 

     

    I can confirm that you correct with the heal, it does scale based on enemy level. My results of the testing are below:

    60.91 against +4 (effectively +3 with level shift) - 3.25% of base tanker health

    74.96 against +3 (effectively +2 with level shift)  - 4% of base tanker health

    84.33 against +2 (effectively +1 with level shift) - 4.5% of base tanker health

    93.7 against +1 (effectively even level with level shift) - 5% of base tanker health

    104.01 against even level (effectively -1 with level shift) -  5.5% of base tanker health

     

    In comparison to call of the sandman proc, which always healed 66.93 on a level 50+1 scrapper (which is 5% of base).

     

    As for overall usefulness, I feel like this proc would only be useful in long recharge AoE attacks or +end powers such as Consume, Dark Consumption and Energy Absorption. It worked really well on a tankers dark consumption, with a proc build it managed to heal me >10 times per mob.

     

    If we compare this proc to the superior absorb proc, which I believe is 15% of max hp (not max hp of the AT). I would feel that this would benefit from those who have slotted for +hp, it would also benefit from ST end attacks such as Transference and most ST elec attacks. 

     

    Overall i'm a little on the fence from this proc. I can see me using it as is only providing I have a long recharge +end power. I would like the scaling be fixed because 3.25% vs 5% seems drastic, especially because I think you are more likely going to need against +4 mobs.

     

    EDIT: Can't seem to get it to fire off in heat loss either, not sure why. 

  14. 8 hours ago, macskull said:

    Also, if you're interested in speed, you can drop and regain any of the missions to try and get a closer mission door since there are only 4 or 5 total options in Port Oakes. Usually I shoot for the sub in the southern part of the map because you can get the first 4 or 5 missions at the same door. With some luck you can knock out the entire accolade in less time than it takes to finish a single TFC task force.

    Peregrine Island and Talos Island always use the chopper.

     

    Atlas, Kings, Skyway, Steel and Founders Falls all use the same subs, you can drop and get the mission again until you get the sub you want. I go for the one next to Lord Schweinzer.

     

    Independence Port uses a boat SE of the map.

     

    Brickstown uses a boat SW of the map.

     

    To speed them I do the sub muchines at Lord Schweinzer, then the chopper ones, then IP/Bricks.

    • Like 1
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  15. 18 hours ago, Jimmy said:

    The name of the set

    We appreciate the concern here and are actively monitoring the feedback. We're going to discuss this internally and will update you when a conclusion has been reached. 

     

    11 hours ago, Jimmy said:

    I think the conversation regarding the name has run its course. We understand the concerns and will be discussing this internally, but for now I'd like to avoid further discussion in the thread as it's becoming a bit too heated and is clouding out feedback on the mechanics of the set.

     

    If you wish to echo the thoughts of any posts already made, please feel free to use the reaction system 🙂

    That's twice he's asked now, maybe another time in previous thread.

     

    There's is nothing new being added to the discussion of the name. Please stop or this thread will be locked or actual feedback will be buried.

     

    @oedipus_tex @Auroxis and a tiny fraction have actually posted something that may be of use to Devs. Please I urge everyone to only post if they've logged into the beta and played this powerset or have done some sort of testing on it. 

     

    Looking at feedback on Discord it looks like this powerset will be a nice addition to PvP but PvE looks weak.

    • Like 5
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  16. T1:

    Probably biased here but –DMG and –END/Recov doesn’t feel like team changing debuffs. The cast time feels long for PvE and maybe should be similar to that of Corrosive Enzymes (but would probably need PvP alignment if it turned to a 1s cast time).

    I would personally skip this, so it’s a bit annoying that I would be required to take it on every other AT if it ports over.

    T2:

    I like this heal, I like the random chain element. It seems fast and key for building static.

    T3:

    See T1.

    T4:

    The +DMG is nice. Its up often +special is a unique buff too. Key power to build static.

    T5:

    This appears to be a situational power for the longer fights to help with mez protection. I like this power, but wouldn’t invest too much into it. I can see this being super useful against Director 11 in Tin Mage, especially when the sappers turn up.

    T6:

    I love absorb shields. Doesn’t seem as powerful as Wild Bastion but seems to be more consistent and forgiven if people aren’t in radius.

    T7:

    I don’t like this power in theory and it would be hard to test. The Chain element and static powers seem to be the main hindrance. A comparable power to this is howling twilight, just howling twilight is significantly better and more consistent.

    T8:

    +End, nice in lower levels but I don’t see this being much use when you are able to finally pick it.

    T9:

    A unique power, I haven’t tested the proc element. +special is cool again, but considering we already have it in the T4 seems repetitive. The +recharge seems too weak especially with max static.

    Overall conclusion:

    “Shock Therapy is a hybrid buff/heal/debuff set with a primary focus on buffs.” – Jimmy. With this in mind there are currently power sets that seem to be leagues beyond this currently. First, the buff element, Kinetics provides +recovery and +50% recharge and has the capability to cap damage buffs and is able to do this significantly quicker than that of shock therapy. Secondly, the hybrid element is something akin to Nature Affinity, comparing the two sets there are similarities where the edge I would say goes to Nature in the end-game (less so in content from level 1-40). Overgrowth being the edge. I think the lack of –regen and –resistance will make it hard to convince min/maxers. I’d recommend –special (similar to weaken) in some of the debuffs would make it a better set without being OP, it could be in the T1 or T4 and goes with the theme of the buffs/debuffs currently in the set.

    T1:

    Probably biased here but –DMG and –END/Recov doesn’t feel like team changing debuffs. The cast time feels long for PvE and maybe should be similar to that of Corrosive Enzymes (but would probably need PvP alignment if it turned to a 1s cast time).

    I would personally skip this, so it’s a bit annoying that I would be required to take it on every other AT if it ports over.

    T2:

    I like this heal, I like the random chain element. It seems fast and key for building static.

    T3:

    See T1.

    T4:

    The +DMG is nice. Its up often +special is a unique buff too. Key power to build static.

    T5:

    This appears to be a situational power for the longer fights to help with mez protection. I like this power, but wouldn’t invest too much into it. I can see this being super useful against Director 11 in Tin Mage, especially when the sappers turn up.

    T6:

    I love absorb shields. Doesn’t seem as powerful as Wild Bastion but seems to be more consistent and forgiven if people aren’t in radius.

    T7:

    I don’t like this power in theory and it would be hard to test. The Chain element and static powers seem to be the main hindrance. A comparable power to this is howling twilight, just howling twilight is significantly better and more consistent.

    T8:

    +End, nice in lower levels but I don’t see this being much use when you are able to finally pick it.

    T9:

    A unique power, I haven’t tested the proc element. +special is cool again, but considering we already have it in the T4 seems repetitive. The +recharge seems too weak especially with max static. An extra 20-30% recharge would maybe make it better or make this a chain ability or a small radius AoE buff.

    Overall conclusion:

    “Shock Therapy is a hybrid buff/heal/debuff set with a primary focus on buffs.” – @Jimmy With this in mind there are currently power sets that seem to be leagues beyond this currently. First, the buff element, Kinetics provides +recovery and +50% recharge and has the capability to cap damage buffs and is able to do this significantly quicker than that of shock therapy. Secondly, the hybrid element is something akin to Nature Affinity, comparing the two sets there are similarities where the edge I would say goes to Nature in the end-game (less so in content from level 1-40). Overgrowth being the edge. I think the lack of –regen and –resistance will make it hard to convince min/maxers. I’d recommend –special (similar to weaken) in some of the debuffs would make it a better set without being OP, it could be in the T1 or T4 and goes with the theme of the buffs/debuffs currently in the set.

    • Like 1
  17. RE: Bombardment:

    Targeted AoE sets don't seem unique at the moment so glad to see another set here however I think the set bonuses should reflect something similar to Gladiators Javelin (The PvP element though) to add some variety. The bonuses proposed are kind of similar to that to Positrons blast and Ragnarok.

     

    Proposed set bonuses here would be:

    • 2: 5% Increased Range (or 7.5%)
    • 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance
    • 4: 3.125% Energy/Negative Defense & 1.5625% Ranged Defense (or Vice Versa)
    • 5: 3.75% Fire/Cold Resistance + 6.25% Mez Reistance. (or 3% Damage buff) (or even End discount but I feel that is stepping on Annihilation toes a little)
    • 6: 7.5% Recharge

    It currently looks like bombardment is a Obliteration cousin which I think is needed because you would have a contrast of two rare sets one with plenty of recharge (bombardment) and one with little recharge (Poistrons Blast).

     

    I'm not sure what the primary objective is for these new sets, but for me I would like to add variety to builds and for Targeted AoE sets for most builds it tends to be choosing Ragnarok then Positrons blast. Being able to slot for +def and +damage would be most welcome. I'm not entirely convinced we need more +accuracy in these sets.

     

    RE: UNIQUE: Chance to Heal Self (2 PPM) Power Transfer

    This looks to be similar to that of the Call of the Sandman proc which feels underwhelming. I have it in Frozen Aura on a scrapper and even when saturated around mobs it still isn't a sufficient heal. A +absorb proc similar to that in the Tanker ATO would be my preferred option, as this would allow for the proc to be more useful on an initial attack or at full health.  A respite inspiration restores 25% of HP where as the Call of the Sandman proc is 5% of base hp, feels like a disparity here. (Note i've not tested this in the Beta yet, some initial thoughts and will update this if proven otherwise).

     

    Given that this is a damage focused endurance set, wouldn't a damage proc be more fitting?

  18. RE: Bombardment:

    Targeted AoE sets don't seem unique at the moment so glad to see another set here however I think the set bonuses should reflect something similar to Gladiators Javelin (The PvP element though) to add some variety. The bonuses proposed are kind of similar to that to Positrons blast and Ragnarok.

     

    Proposed set bonuses here would be:

    • 2: 5% Increased Range (or 7.5%)
    • 3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance
    • 4: 3.125% Energy/Negative Defense & 1.5625% Ranged Defense (or Vice Versa)
    • 5: 3.75% Fire/Cold Resistance + 6.25% Mez Reistance. (or 3% Damage buff)
    • 6: 7.5% Recharge

     

    RE:Shadow Maul (Tanker, Scrapper, Brute, Stalker) is now a much larger, faster cone that's actually capable of easily hitting multiple targets - especially on tanks!

    • Arc increased from 45 to 120 degrees

    Would this now be a 180 degree arc for tanks?

     

     

    RE: New powerset: Unable to access the beta, but a quick question on the T9, does this create a damage aura as well or are the affects purely -end and knockup? Could this power make use of the chain mechanics to make it just that little bit better? I don't know the current numbers but buffing just one teammate seems a bit meh.

     

    Also is the static mechanic meant to be similar to the bloom mechanic in Nature? How much should it (or does it) impact the useage of abilities? Bloom has little impact on how I use my powers which is quite nice, but its a nice feature of the set. I hope static is the same.

  19.  Here is ONE cast of Hemorrhage in game from hidden against a Cim Boss (50+1 vs a level 50 boss)

     

    Spoiler

    You activated the Hemorrhage power.

    You hit Praefectus Castrorum with your Hemorrhage for 185.57 points of Lethal damage.

    You hit Praefectus Castrorum with your Hemorrhage for 185.57 points of Lethal damage [CRITICAL].

    You hit Praefectus Castrorum with your Mako's Bite: Chance for Lethal Damage for 79.63 points of Lethal damage.

    You hit Praefectus Castrorum with your Gladiator's Strike: Chance for Smashing Damage for 79.63 points of Smashing damage.

    You hit Praefectus Castrorum with your Hecatomb: Chance for Negative Energy Damage for 118.86 points of Negative Energy damage.

    You hit Praefectus Castrorum with your Touch of Death: Negative Energy Damage for 79.63 points of Negative Energy damage.

    You hit Praefectus Castrorum with your Hemorrhage for 100.5 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 42.48 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 95.51 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 100.5 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 100.5 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 42.48 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 95.51 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 100.5 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 100.5 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 42.48 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 95.51 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 100.5 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 100.5 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 42.48 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 95.51 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 100.5 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 100.5 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 42.48 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 95.51 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 100.5 points of Lethal damage over time.

    You hit Praefectus Castrorum with your Hemorrhage for 100.5 points of Lethal damage over time.

     

    I think I prefer Crushing Uppercut in street justice.. but 2.5k damage...

  20. Envenomed Daggers can help with -regen, so it's not a huge issue.

     

    Envenom is a weird AoE as well and not that large, you will probably spend more time spitting envenom than your primary when mob clearing. The debuff isn't 100% of its strength for the AoE element, so you will need to cast it on every hard target in a mob for better effectiveness. For instance in an Apex I will cast Envenom on Giant Warwalkers, then Weaken, and if there are any bosses around i'll target them for Envenom.  

     

    Venomous gas is a nice way to debuff quickly, however it turns off when mezz'd so clarion or other forms of protection is need for consistency. 

     

    I'm not sure what else you want to know? Unless this is a matter of "I don't know what I don't know"

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