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Everything posted by Zeraphia
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90s-120s is a lot different than 145s.
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You're comparing apples to oranges. Flashfire/Stalagmite/Wormhole are disorients, not confuses. Seeds of Confusion has a 37.25s base duration. Synaptic has a 27.94s duration. MC has a 37.25s base duration. These are all longer than the base duration of Stuns, this is not a fair comparison, and it shouldn't be used to set precedents for powers that are completely different in effect. You don't balance the recharge of Holds around their duration relative to the duration to Stuns. By this logic, all of the confuses should all have their recharges at 145s, but that's clearly not the case. The answer here lies with the fact that Mind needs its T9 on a lower more sustainable and reasonable recharge. 120s or 90s is not a stretch by any means, especially in comparison to Plant, having the same duration, still being a 60s recharge base. Sure, Mind doesn't draw aggro which is debate-ably useful but definitely not enough to warrant a much longer CD like the ones you are describing.
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I have a Mind/Psi, Mind/Fire, Mind/Energy, I'm not "new" or "inexperienced" with them... that said, I just tried it, and it did not draw aggro straight up from the interface from the testing I've done today (very limited amount) but it should've drew aggro if it was the case. So, yes this is correct, although I could sincerely SWEAR that it drew aggro (I remember GW hitting me in MLTF despite my confuse not drawing aggro/stealth capped). I guess there was something going on or maybe it was a specific interface I used/bug? Not entirely sure honestly, I was standing a far distance from her as well... oh well. Despite that, I don't think you're taking into consideration the fact that yes, you could technically do that but... 1. Stacking the magnitude of Contagious Confusion is not useless. You can oneshot confuse most bosses with that, now you can do the same with MC, however, MC as we discussed is on an excessively lengthy cooldown to the point where you must as yourself if you're really going to see as much benefit from that as opposed to just confusing them one by one with the proc being more useful overall. Overall, I think it has greater utility in the single target confuse just due to the fact it's up more often... Also, you're again going to have to either make the single target confuse draw aggro (I wouldn't want to do this in a million years - it will make you unable to perma-fuse an AV completely...) 2. That leaves you with only a few other options to slot for: your primary ATO (does psi damage) secondary ATO (not great bonuses to be honest, and I don't like the pet), Malaise (does psi damage), or not-so-great sets (Perplex, Cacophony, Befuddling Aura.) For Dominators, their ATO is different and doesn't have to work with the same constraints. Most will end up using Malaise or the ATO, that means the "non-aggro" portion is strictly useless. - You do not gain EXP from confused mobs you've done NO damage to at all whatsoever, so you will still have to draw aggro by hitting them to gain exp/inf. Which kind of makes the damage proc overall not a bad thing, but it does make it paradoxical that it's the big "benefit," but in reality that benefit isn't as amazing as it initially appears.
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Uh yea it kind of does. You tried to say it was a "rare" type of damage that is "hardly resisted" when in fact it is one of the MOST resisted types, and end-game they suffer terribly due to it against a large portion of robots/psychic users. Also, psi doesn't have something like -def attached to it by itself to mitigate the resistance issue. A lot of lethal damage does have a -def component to slot in Achilles' Heel and the two types of damage procs available to that type of secondary effect (Lady Grey and Shield Breaker). So yes, this DOES matter, and it in many cases PUSHES lethal damage ahead. Psi's -recharge does not give procs of any kind. Also, if you're going to quote me, please actually quote what I've said. It's one thing to be wrong about something, it's another to try to be rude about it in addition to posting misinformation.
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Psi is not a rarely resisted set. It's the third most resisted set behind Lethal and Toxic. "Psionic is third with Arachnos bots/widows/Fortunatas, Turrets, Council Robots, Malta Robots, all Nemesis, some PPD Psi Officers, Praetorians, and Psychic Clockwork possessing 40% to 50% Psi resistance."
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Ill / storm controller build review request
Zeraphia replied to EnjoyTheJourney's topic in Controller
Blind: Decimation's proc for the Build Up has a terrible rate, @Sir Myshkin has shown this during his pylon runs, it has a relatively abysmal proc rate and overall does not lead to a very good damage increase. Gladiator's Net is a tried and true damage proc that will sustainably add to his damage, much more so than Decimation's proc would. Freezing Rain: I do not recommend adding procs to FR, it does not proc very often or well at all because it is a rain pseudo-pet. Tornado: They changed the Soulbound proc recently. Soulbound will not work on pseudo-pets. Tornado is a pseudo-pet. Lightning Storm: You do not need a KB->KD proc in it, there are better slotting options, the LS does a magnitude 1 knockback, that will very rarely even knockback minions, only on low difficulties (-1) will this become an issue. Psionic Tornado: Does KnockUP not KnockBACK, does NOT need KB->KD at all. Health: Panacea proc over Numina 100%. -
Food for thought that I think should be taken into very serious considering though you can technically 100% avoid this, is that the typical "optimal slotting" for Mass Confusion works with 6x Malaise... This is due to the fact that the single target Confuse gaining the Contagious Confusion proc is just a stronger option and it allows you to have a pretty spammable confuse on enemies that turns into an AoE effect and allows you to lockdown AV faster therefore being a better place for this enhancement than Mass Confusion. It ultimately ends up superior to use that instead of the 240 second cooldown Mass Confusion "could be" benefit of the CC proc. That leaves you with slotting the Malaise set into Mass Confusion for IO bonuses... So what? Well if you slot in 6x Malaise for the ranged bonus into Mass Confusion to still gain exp from enemies... you still aggro them because of the psionic damage proc. This is arguably still the best way to slot this power in the given state of the game and mechanics involved. Overall, the benefit of Mass Confusion's "aggro-less"-ness is very moot at best in a lot of cases. I do not think that it deserves the recharge it currently has because of this. I think a cooldown of 120s base or 90s would really help the set substantially.
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Oh you my dear, have not met a proper troll. Back in June, when MSRs were all the rage moreso than today, a wonderful individual named "Patty Sue" an FF/Energy Defender would go around spamming Detention Field on the Rikti Pylons. This caused the league about 20-30 minutes worth of griefing. On another such occasion with this wretched excuse of a human being, during a Citadel TF, Sue would spam Detention Field on Vandal for over 20 minutes before being kicked by the leader. I warned the leader beforehand about this person. This power can effectively hold an entire team hostage for eternity theoretically against an AV...
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There are several ways to do this: -Superior Winter's Bite will give you 5% E/N on its 5th bonus. -Entomb will do the same as well. -Barrier Core T4 will give you a permanent 5% def and 5% res bonus. There's really not a source of "pure NE defense" there's E/N in terms of set bonuses, however, softcapping Negative is entirely possible.
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Skippable TW powers: -Titan Sweep (you can get enough AoE to do without it - recommend this early on though) -Defensive Sweep (good power, but low damage, can be easily skipped if you have the defenses soft-capped without it or just generally want better powers) -Crushing Blow (you can go without it toward the end, recommended early on, but if you have several single target powers + AoD, can be redundant/never used) -Taunt
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So... I decided to re-test my Fire/Bio Sentinel... previously she was not able to reach even the 4 minute mark... it was honestly quite sad... That said... HOLY!!! She actually managed to beat my Rad/TW Tanker... 1:51... to down the pylon! I did use Assault Radial on her, I made sure this time that her attack chain would be fully optimized to the absolute maximum possible for the time on pylon and that she would be on-level with my fire/fire/fire Blaster. Here's her build Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7 https://github.com/ImaginaryDevelopment/imaginary-hero-designer Click this DataLink to open the build! Level 50 Magic Sentinel Primary Power Set: Fire Blast Secondary Power Set: Bio Armor Power Pool: Speed Power Pool: Fighting Power Pool: Leadership Power Pool: Leaping Ancillary Pool: Psionic Mastery Hero Profile: Level 1: Flares -- SprSntWar-Rchg/+Absorb(A), SprSntWar-Acc/Dmg/EndRdx/Rchg(3), SprSntWar-Acc/Dmg(3), SprSntWar-Dmg/Rchg(5), SprSntWar-Acc/Dmg/Rchg(5), SprSntWar-Acc/Dmg/EndRdx(7) Level 1: Hardened Carapace -- Ags-ResDam(A), Ags-ResDam/EndRdx(23), Ags-ResDam/Rchg(29), GldArm-3defTpProc(29), Ags-ResDam/EndRdx/Rchg(36) Level 2: Fire Ball -- SprOppStr-Rchg/+Opportunity(A), SprOppStr-Acc/Dmg(7), SprOppStr-Dmg/Rchg(9), SprOppStr-Acc/Dmg/Rchg(9), SprOppStr-Acc/Dmg/EndRdx(11), SprOppStr-Acc/Dmg/EndRdx/Rchg(11) Level 4: Super Speed -- EndRdx-I(A) Level 6: Blaze -- Apc-Dam%(A), Apc-Dmg/EndRdx(13), Apc-Dmg(13), Apc-Acc/Dmg/Rchg(15), Apc-Acc/Rchg(15), GldJvl-Dam%(17) Level 8: Aim -- GssSynFr--Build%(A) Level 10: Hasten -- RechRdx-I(A), RechRdx-I(17) Level 12: Adaptation Level 14: Inexhaustible -- PwrTrns-+Heal(A), Pnc-Heal/EndRedux(19), Pnc-Heal/+End(19), Pnc-Heal(21), Pnc-Heal/Rchg(21), Pnc-Heal/EndRedux/Rchg(23) Level 16: Ablative Carapace -- Prv-Absorb%(A), Prv-Heal/Rchg/EndRdx(36), Prv-Heal(37), Prv-Heal/EndRdx(37), Prv-EndRdx/Rchg(37), Prv-Heal/Rchg(39) Level 18: Blazing Blast -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(39), SprWntBit-Acc/Dmg/EndRdx(40), SprWntBit-Acc/Dmg/Rchg(40), SprWntBit-Dmg/EndRdx/Acc/Rchg(40), GldJvl-Dam%(43) Level 20: Environmental Adaptation -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(31), LucoftheG-Def/EndRdx(31), LucoftheG-Def/Rchg(31), LucoftheG-Def/EndRdx/Rchg(34), ShlWal-ResDam/Re TP(27) Level 22: Boxing -- Empty(A) Level 24: Tough -- UnbGrd-Max HP%(A), Ags-ResDam(25), Ags-ResDam/EndRdx(25), Ags-Psi/Status(27), Ags-ResDam/Rchg(39) Level 26: Assault -- EndRdx-I(A) Level 28: Maneuvers -- LucoftheG-Def/Rchg+(A) Level 30: Weave -- LucoftheG-Def/Rchg+(A), Rct-ResDam%(36) Level 32: Inferno -- Arm-Dmg/EndRdx(A), Arm-Dmg(33), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(34), FuroftheG-ResDeb%(50) Level 35: Mind Probe -- Hct-Dam%(A), Hct-Dmg/EndRdx(42), Hct-Dmg/Rchg(42), Hct-Acc/Dmg/Rchg(42), Hct-Acc/Rchg(43), TchofDth-Dam%(43) Level 38: Genomic Evolution -- StdPrt-ResDam/Def+(A) Level 41: Parasitic Leech -- NmnCnv-Heal/Rchg(A) Level 44: Dominate -- HO:Nucle(A), GldJvl-Dam%(45), NrnSht-Dam%(45), GldNet-Dam%(45), GhsWdwEmb-Dam%(46), UnbCns-Dam%(46) Level 47: Psychic Shockwave -- Arm-Dam%(A), Erd-%Dam(48), Obl-%Dam(48), ScrDrv-Dam%(48), HO:Nucle(50) Level 49: Combat Jumping -- LucoftheG-Def/Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Opportunity Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PwrTrns-+Heal(A), PrfShf-EndMod(46), PrfShf-EndMod/Rchg(50), PrfShf-End%(34) Level 12: Defensive Adaptation Level 12: Efficient Adaptation Level 12: Offensive Adaptation Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Degenerative Core Flawless Interface Level 50: Assault Radial Embodiment Level 50: Musculature Radial Paragon ------------
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I personally want to say that I completely agree with this decision. I think that people should ABSOLUTELY be able to control whether or not they actually want their power and supposed "benefit" to trigger especially given how controversial knockback has become. However, I think if you specifically SLOTTED for KD in a power, you should still be able to use KD on that particular power... for instance, let's say I slotted KD into Explosive Blast, but I turned my KB-off toggle on, I think you should still have the knockdown you specifically slotted into the power for. But even if you couldn't have that, I'd whole-heatedly support a toggle that just shuts it all off point-blank. Not everyone wants knockback, and knockback let's face it can be very annoying. I particularly feel inclined to constantly slot my powers with knock->knockdown... Further, that leads me into my next point of discussion: I absolutely cannot play Energy Blast in its given state because of how bad the Knockback issue on this set has become. Now, I *want* to, but I'd feel as if I'd need to waste a 6th slot into so so so so many powers to finally get the effect to become reasonable that it just completely strays me away from the set entirely, which I think is a terrible thing. As a poster above me mentioned, there really isn't a lot of benefit toward knockback in a lot of cases in a lot of environments to something other than an energy Blaster who is completely ranged and would absolutely die without the power preventing an enemy from getting close to them or stopping the enemy from using their powers.
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Fire/Fire with Burn slotting Armageddon Fire and FotG -res is the highest.
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"Let me introduce you to Ms. Liberty!" Lady, I'm level 6, that didn't happen by magic.
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It's just honestly luck of the draw, it's the same accuracy as your other 75% attacks. It happens.
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After time, and playing around with other ATs and the Sentinel, I've had more thoughts about it and I'm giving them a second look. Here are some thoughts I think could improve the AT overall that may or may not be too imbalanced... 1. Overall damage scale increase. There are outlier sets like Fire (not really) and Elec, but in many ways, I feel Fire has been somewhat shortchanged on Sentinels. Fire trades literally every single form of mitigation and procs to gain its damage. I think it deserves its place for that, whereas other sets have that and still do relatively the same if not more than Fire does. Fire's inferno is comparatively weak considering how much of an outlier fire by virtue of sacrificing everything else should gain substantial DoT. (Inferno should do at like a base of around 180-190 damage, still well under half the Blaster inferno base, same for ice's Blizzard due to it being a DoT T9 with very little actual "nuking.") 2. I really feel like Sentinels should get snipes at this point instead of their attack. Others have clearly said that they don't want it to be "the same" and want something different, fine, but you shouldn't say that about the literal best single target power in every blast set that enables blaster sets to be on-par with melee sets. Dominators have Snipes. Corruptors have Snipes. Defenders have Snipes. I think Sentinels should have snipes as well. 3. I don't understand their range being reduced. I get the "balancing" but IMO, the range is something they should gain as no other AT with a blast set has reduced range, and the Sentinel has suffered in every aspect that every other AT has not had to. Other ATs have their snipes, better range, higher target caps. The Sentinel has lost all of these things, and I don't think that they should be so heavily penalized. Especially when ranged AT's are given select jobs such as having to use Snipes in the Underground, IMO, a Sentinel should be able to participate with the other Blaster AT's in all activities that they can. 4. Inherent rework to some extent. I feel like Sentinel unfortunately is trying to "jack-of-all-trades" in areas it just shouldn't try to. Sentinels are moreso imo, "solo artists" that should excel just like Scrapper. They do solo well, they just need a bigger push. Their damage on average is border-lining Tanker levels, heavily lagging behind Brute and Scrapper. That's unfortunate. I really do not think the Inherent is very useful on the fast-paced meta, you use the inherent maybe once per every two mobs on a team usually, you target it on a boss, and after that boss dies, your entire inherent besides the -5% base is completely gone. On AV's, the inherent isn't usually felt all that much outside of a solo scenario, on teams and leagues, it will rarely make a difference. What I don't wish to see? Blasters and other AT's being deemed "unworthy" or "not good enough." I think many Blaster sets should deal more damage than what they do, not by a ton, but I think many sets can use a damage boost in their single target capabilities, because they've sacrifice legitimately every other type of defense or control or armor in the game, they should be specialists at damage. As much as I love Fire, it should not be the "default" blast set that everyone goes to because it's the undisputed king of damage, I think other sets should have their damage buffed to be closer to the level of Fire while possibly giving boosts to fire as needed to make the choices between Blast sets not so stark once the end-game comes.
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Raw DPS is murkier than you'd think... Ninjas should by the sheets deal the most damage, but it never works out that way. In almost every real circumstance, thugs reigns supreme... That said, with Demons, they are survivable and they bring -res which of course adds to the damage to your Lightning Storms. Overall, I'd pick Demons even if they technically may not be higher in on a sheet numbers standpoint. Against real AV/GM, Demons DPS will probably outpace Ninjas by reality mechanics (moving target, deaths, etc.)
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Hybrid T4 Core (I think Radial may end up doing more... but I personally use Core because I use AoE on her quite often) To be quite honest, with level shifts being factored in, it's at the 78% without Build Momentum and the Gaussian's factored, so this is true, it does have some flaws, there are accuracy inspirations to help, there is -defense, then if you're on teams accuracy isn't too much of a problem factoring in all the Tactics being thrown around. I have noticed some occasional whiff's, but nothing too bad. That said, I tested her today and came verrrrry close to soloing MoMLTF (yes...) sadly GW's hold ****'d me over on my first attempt but I was definitely denting the +4 AV's quite sustainably.
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Nanite Control: What would it look like?
Zeraphia replied to Menelruin's topic in General Discussion
It can be personally offensive to some people. Radio shows blur this word out, and I have been warned in my much younger years on the live CoH forums about inappropriate language/swearing. The last thing I wish to do is to offend someone. -
Nanite Control: What would it look like?
Zeraphia replied to Menelruin's topic in General Discussion
G*n Control! hehe -
Discussion: Disabling XP No Longer Increases Influence
Zeraphia replied to Jimmy's topic in General Discussion
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Discussion: Disabling XP No Longer Increases Influence
Zeraphia replied to Jimmy's topic in General Discussion
Thursday at 11 AM is not a weekend. -
Discussion: Disabling XP No Longer Increases Influence
Zeraphia replied to Jimmy's topic in General Discussion
I understand your intentions with this change, and I understand the feedback from others stating to "test the changes" before forming a judgement on it, that's why I've mainly held off on it despite my intuition telling this was too radical of a change... Today I was trying to "gear up" or well IO my new Elec Affinity/Sonic Blast Defender, and unfortunately, the market was extraordinarily inflated (I'd say an average of 10-20% of the normal prices) and this lead to me vastly overspending what I thought I'd end up spending on specific IO's. The problem with this change is that there is no safeguard as an influence cap on the amount you can spend on an IO, and the influence already exists. This is causing less to farm, more to feel less inclined to do so, resulting in less recipes/IO's less affordability, and market inflation spikes, the opposite of the intended effect... Winter-O's were usually around 22-25m, they've now spiked to being in the 30m category now, PvP enhancements have absolutely gone through the roof most hovering around the 10-14m range. Many rare IO's have also recently spiked as well. I think if you are going to implement a "negative" change, you should implement a "positive" one to balance them effectively. I understand that there was going to be a lack of feedback due to the reasons of not having the exploit come about, but people are giving handed feedback now with this change. I would not state that this change has "improved" the spending power of an average player, if anything, it has cut their spending power. Many of the hardcore supporters are now finding it very difficult to enjoy multiple builds and characters that they wish to try, doing this at the time when a new set was released that would potentially make people unable to afford building their characters may have been a mistake. This does not mean to come across as "you did a bad job!" this is moreso me giving my feedback and observations as a player, I think possibly a rollback or a market cap how much a specific IO can sell for per category (PvP, ATO, purple ATO, purple, rare, etc.) would go a lot further with this. -
Take Your Child to Work Contest! ONE DAY ONLY!!
Zeraphia replied to GM Miss's topic in Events & Contests
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I've found my results actually so far very pleasing and I do not fully agree. I made this build mainly to play in teams and have a lot of fun boosting their damage. I have plenty of opportunities to break the chain for only -20% res less to use the Elec powers and I enjoy feeling busy and like I have a job and my teammates noticing all the things I'm doing for them. I do not find Sonic Blast antagonistic, I find it harmonizing to make up for the lack of -res natively that it does have.