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Zeraphia

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Everything posted by Zeraphia

  1. Unfortunately, I just have to disagree. The numbers mathematically tell the story about Energy Blast but I'll outline why: Inherently what this set's specialty is (knockback), is not desired by a good portion of the community. Some may argue that they find it fun and they play the game for themselves and don't care because it's their time not yours. This point will leak into other points, but this is a noteworthy start because you must understand that to even pick this set, you'll definitely cause groans and dismay among people you team with who do not care for the knockback effects. Because it does knockback, it means that melee hits are out-of-range for you in most enemy circumstances. So, this means it's actually anti-synergistic with some of the best DPA hits from your secondary pools for Blasters, and ANYTHING to do with Fire Manipulation is just out of the question. Fire Manipulation is also arguably one of the best secondary pools for Blasters. Being forced out of this is not ideal. So no matter how you sliced that, not being able to go into melee range is always a DPS loss. Even if you were to build it so that it wasn't, the build paths to getting that are tedious, and if you picked any other blast set, you'd come out with more damage or at least a more desirable secondary effect than just the cc of the knockback. SO EVEN IF 1 and 2 were not bad enough, the killer of the set is Power Burst. So Power Burst is the standard rotational high damage blast after the Sniper is out in most blast sets. It's comparable to Blaze, Cosmic Burst (the better version of it), etc. So why is Power Burst so bad? Because of its secondary effects and DPA. This power kills the set. So, it automatically causes knockback to the enemy which goes into point #2, but also means even if you were to "fix" that flaw, you'd come out with having to slot kb->kd into it which means that for literally any other Blast set, you lost a chance for a damage proc to improve your damage. Cosmic Burst gets -def so at least there despite them being the same long animation, at least you don't have to bother kb->kd'ing it, you can just slot straight in Achilles heel (one of the best procs). So the TL;DR of the set is that no matter how you sliced it, this set is the lowest damaging set in terms of build pathing potential in all of CoH for Blast sets. The problem is, if you decide to keep the knockback, you lose out on melee attacks. If you try to kb->kd the entire set, it's all a net loss in terms of what you could've gained in procs. In short, simply, Radiation Blast is quite literally the same set, but a different secondary that does a lot more damage.
  2. So there's a few things going for it that no other set really has in its totality: -Permanent ST Confuse AV's. The only set that can rival that attribute is Dark. I get how Dark can also be a top tier set, and it is, but I feel its cast times overall make it a lot slower and less fluid than Mind Control is. -Dominate is a far better proc mule than Plant's hold. Activation is much shorter, and can be chained much better than Plant's. -Plant has Seeds which is broken, but Mind has several things in its arsenal as well. Mass Confusion can be up about every 2-3 mobs, but Terrify (the Cone fear power) is up every mob, and can be used multiple times a mob. That power is also one of the best proc mules in the entire game. -All of Mind Control's actual controlling power comes off extremely fast and effectively whereas a lot of other sets have a "windup" time before the CC gets applied. Mind is what you'd call "S tier" on Dominator, but it's probably one of the worse ones for Controllers. This is because of the way Domination works and how Containment still doesn't apply to the Fear cone. Domination doubles the magnitudes of all of its long-lasting short-animation powers and allows them to continuously stack and snowball out of control. Controllers don't get that luxury. It's quite binary.
  3. FF is a set that in my opinion, the lower in level you go, the more benefit it provides. Giving close to soft capped defense to your entire team especially in lower levels is exceptionally useful. The set has its flaws and a few dud powers, but I think you're best off maxing out the ally buffs and TAoE, neglecting forcebolt unless you wanna use it as a proc monkey power with kb->kd, and then put in a force feedback proc in it. And focus the majority of the time using Fire Blast and beating enemies to dust. Hope this helps!
  4. Over-performers Radiation Armor Fire Blast (yes technically it gives no secondary effects other than damage, but what it's good at, it is THE BEST at.) Kinetics Cold Domination Energy Melee Titan Weapons (still) Mind Control (but ONLY with Dominators, NOT Controllers) Under-performers Assault Rifle across the board. Both Peacebringers and Warshades. Energy Blast (of all of them, I would say this is easily the worst set in the entire game) Electrical Affinity Kinetic Melee. Psionic Melee. Fire Melee. (this one is especially bad because of the fact that EM and TW are just better, this set genuinely has no reason to be picked other than theme whatsoever.) Staff Fighting. Mind Control on anything but Dominator. Ice Control. Regeneration. Fiery Aura on Scrappers/Stalkers. Seismic Blast. Sonic Manipulation. Sentinels as a whole. Empathy Mercenaries for MM Ninjas for MM These next few are powers but aren't necessarily powersets Cryonic Judgement Nerve Alpha Seers Lore Gravitic Interface Pre-emptive Interface
  5. Which is rather odd to me. IMO, should be a TAoE like the other ice blast powers, as Pyronic is sort of modeled after Fire Ball, it could be a targetable ground location (single instance of damage) ice storm or something. The way is now is a bit gimmicky and well, unappealing for most people. I think Ionic and Pyronic and by far the most popular. Pyronic because it fits into a dps rotation (good cast animation time) and does its damage every single time with no crit attached. Ionic because it's so massive and can hit so many minions even if they're a bit spread apart. I will be honest I rarely ever see Mighty or Cryonic.
  6. I hate being the person to bring on doomsday but, honestly probably not. The dev team probably could've made it by now if they wanted to based on the fact new sets and mechanics were developed and they simply haven't touched the concept. I'm totally in favor of them creating the set though don't get me wrong and I'd love to see it! I'm just saying I don't think you should get your hopes up 😞
  7. I don't think Fiery Aura is quite the beastly set people make it out to be. Just because it is high damage does not mean that it's "vastly superior to other sets" or "not in need of buffs." The fact is, Fiery Aura is still an armor set. Armor sets provide protection from damage, which inherently of all the sets, it is arguably the worst at doing so with the most holes in its coverage. The tradeoff is Burn. It's disingenuous at best to use "it's the most picked set in the entire game" as an argument because of the extreme number of AE farmers. (I believe statistically, AE farmers make up over 50% of characters in CoH or some obscene number last I checked.) The reason it is so highly picked is because you can design fire minions on +4/x8 to do exclusively fire damage, and build your farmer to have very high fire/cold defense and you're able to take the offensive tools of Burn and Fiery Aura. That's it. There is no CC built into these minions, there is no mixed damage, it is pure fire damage exclusively. The reason to do this is to be able to solo +4/x8 with the fastest times possible with extreme efficiency and ease. This is far different to what it would be tested against in regular PvE, where Radiation Armor almost completely eclipses FA. You see Psi damage (which happens to be a not insignificant amount of end-game content) as FA? Oh you're in for a world of hurt. It also has the least knockback protection of any armor set in the game, therefore no matter how much KB protect you build, you'll still have lots of knockbacks. FA has trouble with most builds taking on harder AVs and endgame content in comparison to most armor sets in the game. When Blasters, Corruptors, etc. and judgement all exist now... Burn alone doesn't stand out. Additionally, it provides 0 defense at all, and the Toxic resist you gain is not very high usually from the heal alone which also shouldn't just be spammed recklessly. Is it bad? No. I love to solo with it because of its speed and general tankiness. But it lags very far behind what the intent of an armor set is. But FA buffs are an entirely separate equation from the topic of this thread. RoTP is in a lot of epic pools and I think more squishies take it than actual tank/brutes.
  8. I am probably going to get flack for saying this opinion. That's okay. But I will just say this: I don't believe the issue with these powers are that they should be cast at the brink of death or any of the buffs you mentioned. I believe the problem with these powers are the fact that in comparison to other powers, they simply are just not up enough to justify taking them. They're a good novelty when you have room for maybe one or two extra power selection choices in a build, but with the recent developments to making power pools more attractive, the simple fact is... why would I want to choose a power that picks me up when I fall rather than a power that prevents me from falling in the first place (especially when there's a P2W version available to everyone that's arguably superior to them because of the inspiration effect and less intrusiveness anyways...)? So I think most people's issue with the power is that the recharge is too long. The power itself isn't beneficial enough to take over other powers in selection, and prevention tends to be a lot better than reaction. (I'll get flack for this too but I have to say that's one of the big reasons healing based support sets that are non-Kinetics are slowly becoming less desirable over debuff/buff or more mixed sets are being chosen atm in current play.) With that in mind, perhaps the direction one could move in is (1) possibly make them more attractive than the P2W version, so for instance, possibly add in that it automatically re-toggles all of your toggles you had on pre-death... (2) reduce the cooldowns/make hasten affect them if you had it active before death... (3) Give them a "one slot wonder" treatment like add a small amount of +def after resurrection for a brief period and boom, you can slot LoTG, and the power would be A LOT more popular. I know #3 isn't what people love to hear because it hinges on an IO to make the power "worth" picking, but that's the environment we're in.
  9. Maybe so, but you need to consider you usually end up displaced from the primary tram's entrance and have to walk around the station into that entrance, and there is still a high likelihood that the tram will be doing it's "busy windup" animation.
  10. Hello! I am aware with a lot of game knowledge, you can usually point out which train is closer to a specific mission but sometimes you unfortunately can't, and it causes delay and confusion when a team approaches the entrance to a mission. While there are things like mission teleporter and team transporter, I don't think you can always rely on teammates to have that available. I think if the capability to have the tram indicate that choosing this section in the north or south is closer to the active selected mission would help a lot of people (especially those who are newer) out!
  11. I agree with this. I understand the frustration of walking into a GM (done so more times than I want to admit) but it is just one hospital trip and map-positioning that people should be aware of that make them better players for doing so. I would however like to have the GMs if this were ever to be implemented in a zone/area that's very obvious (similar to the War Walker Goliath.)
  12. I actually agree with this. Sentinels being limited to use those two powers kills a lot of their DPS rotations in many cases where frequently (Dominate with procs) another power "fills" the DPA->DPS gaps that you never end up using the T1/T2 that don't have good scaling anyways especially into late game. I will be honest though, I don't know of a perfect solution to please everyone with this without ruffling some feathers unfortunately.
  13. So, by base damage, you're not wrong... but because procs exist, Dominate pulls firmly ahead because it can accept at least 6 damage procs. Even containment and Glad Jav with Apoc procs can't pull it ahead vs Dominate. Mesermize's best thing going for it is that it can provide CC to sleep an AV in one go. Don't wanna deal with Ghost Widow or an annoying minion you can't oneshot? Sleep it until you're ready and then chain CC it with Dominate/Confuse.
  14. I'm pretty sure if my memory is correct that Corrosive Vial upon beta/creation did actually do Containment procs, but the devs actually removed that feature from the power because it was deemed too "OP." (Personally I thought it was unwarranted but it is a very good choice for Controllers to fit some ST into their rotations.) Though if this turns into the suggestion to revert the nerf and make containment work with it, then I wholeheartedly support the suggestion.
  15. I'm just going to try to go back to the main topic. To Hit Debuff and Regeneration Resistance can be very meh to a lot of characters (obviously not willpower/regen/bio), so I see how for a lot of characters it would be in the "yeah we could take it but there's better things I could've done" power pick to get in, and then the Defense Debuff would be a huge boon for characters that are softcapped but don't have DDR. It would be fair I think to do. I think a lot of it depends too on the values these resistances are given. 10-25% DDR can be quite substantial, especially if it's enhanceable, but only 5% unenhanceable would make it an insta-skip. Not entirely sure about the regen values. To Hit debuff resistance is pretty mediocre/useless because well just buffing tends to be better but it's a pre-req for the better things so I do see it as a fair tradeoff. I am not sure about the Status Effect Protection on this, I think somethings like maybe a mag 3 protection to stuns only or something would be nice and impactful but not gamebreaking or Rune of Protection levels of mitigation. I approve of the idea, but the numbers would be totally up to the developer discretion and I could see DDR being a huge make-or-break for the set.
  16. Top tier options for "Hover" play: #1 Cold Domination (this primary is so broken it's kind of ridiculous) #2 Rad (you just don't use the high endurance cost choke power which is really meh in comparison to the massive debuffs it grants) #3 Thermal (very good) #4 Dark (also very good) #5 Trick Arrow (gimmicky but the buffs to it made it a decent set worth considering and is purely ranged) #6 Empathy (some people will rave about it, but in my honest opinion empathy has become a bit out-classed by sets that heal and do more things than it does) For blast sets... #1 Fire Blast (you do have to run in to use inferno occasionally but other than that it can be pure ranged and well Fire Blast is just... yeah...) #2 Ice Blast (completely ranged, good slow, great utility) #3 Electric Blast (rework definitely helped it and there is definitely a way to play it pure ranged) #4 Beam Rifle (a very good and fine option) #5 Archery (can have decent but not great DPS, some utility, can be thematic with Trick Arrow) #6 Water (decent AoE but lackluster ST)
  17. I think that DPS categories can be acceptable for certain ranges/builds for example (this assumes T4 Degen Core / T4 Alpha): <150 DPS - You are likely running a non-proc (mind) Controller/completely unoptimized damage Tanker/or Z-DPS defender. This is extremely low and would probably feel like a slog in solo play. 150-200 - You are likely running a build that does not focus on damage as a Controller/Corruptor/Defender/etc. and your build pathing probably sacrificed too many procs/opportunities to push it to a better level. NOTE: this is acceptable in some circumstances if you bring substantial team impact in the form of team buffing/debuffing (Sonic Blast) 200-250 - You may have completely optimized some lower end DPSes with this damage threshold and this is the damage level you need to be able to kill an AV and solo efficiently. This is the "breakeven" point for most builds to be comfortable but not "hard carry" potential. It's a fine place to be. This is the lower end for Scrappers/Blasters/Stalkers/many Brutes/many Tanks. 250-300 - You probably have optimized most build potentials at this level and you are doing considerable damage. You probably won't be the top DPS on the team, but you'll be the reason a mission goes faster. 300-400 - At this level, you're doing very well and have likely optimized a few medium-end potential DPSes. This is an excellent spot to be. You will carry with this level of DPS. 400-500 - You're getting into the high end territory now for what the mid-high optimized DPSes do. You will carry the vast amount of teams you join with this DPS. 500 - >600+ - You are playing a meta combination with hard carry potential. This is Fire/Fire Blaster / Energy Melee Scrappers / Street Justice Stalkers levels of damage. Some high end (kind of gimmicky) Storm Summoning builds. A lot of masterminds. This is peak performance. If you're achieving this as a solo DPS carry (Blaster/Scrapper/Stalker) you are at the top of the food chain.
  18. Crashless nukes were just kind of needed. Yeah, that was one squishy-specific buff along with improved Blaster secondaries that greatly helped them, but the point that it's more about just the general things everyone's received have benefited them more than others... but implying ungratefulness is a bit much.
  19. So I think the answer depends on how you look at it. I'm not answering for Luminara, but my thoughts on that topic are that squishies are getting their "power creep" not on their base kits themselves unlike most melees have, it's just that they started from well... nothing, and anything that benefits anything universally just becomes a massive buff to them. And well, range will just always be superior to melee. Incarnates gave a far more substantial boost to squishies than anything else. P2W defense amp gives squishies a far better defensive tool than what it adds for what melees already have. It's really not that melees didn't get substantial buffs, it's more so that the game universally giving everyone a buildable buff made certain things so much more viable that otherwise would just get shredded to pieces. It's like if you start one with 20 and the other with 10, then you give both sides 80, they start to really close the gap on each other and the difference between 100 and 90 is not that significant anymore.
  20. That is really really really stretching it. I am just not sold on people who claim that ATO is "great." It's good for the set bonuses, but 1-2 magnitude protection on powers that sometimes trigger it doesn't save you from a whole lot of CC at all. You're also locked into a paradigm of "well if I put this enhancement into the T1/T2 power to build stackable mez protection, it'll proc so abysmally low I won't actually be able to stack it, but if I put it in a slower recharging power that's also stackable, the stacks are not ever going to build due to the buff expiring." IMO, the Blaster ATO is overhyped. The biggest thing about it is the set bonus. I think the bigger argument that you could make for all combinations technically having CC protection is the P2W vendor. You want to solve your blaster's weakness indefinitely? Run an AFK farmer/do some marketing/play the game and buy a lot of defense amplifiers. It completely changes the AT entirely. But to your main point, I find myself agreeing with it. I do think that the times have changed and the basic principles of game philosophy that existed upon creation are no longer present. I also generally dislike having to waste influence repeatedly for dealing with an annoyance that so many other ATs get a free pass on.
  21. Disagree/agree, it's situational and not an "everytime" thing. For example, if you have a Blaster and took Aim and Buildup and your powers naturally all have very high accuracy enhancements, you're at a 95% chance to hit just everything in the game at all times regardless. But if you're say a Tanker/Scrapper/Melee AT (non-VEAT) without leadership, the benefits are quite considerable as you point out!
  22. This is true but in the way you build most the time, you tend to skip the specific ones that include interrupt if you can avoid it in favor of damage/accuracy/recharge/endurance. There are a lot of things that are interruptible that are not snipes that could get something out of being a set worth slotting for general purposes.
  23. Maybe not this particular item, but what I would actually like ported from a signature character is Ghost Widow's hair. I think straight flowing long hair is just not a strong thing one can say to the character's origin/story it also isn't like Liberty's Belt or something so significant to her backstory. It's a nice hair piece I'd use frequently that has VFX and looks very pretty.
  24. I think for me, it's just that interrupt enhancements are completely not worth even slotting. That may sound very harsh, but it's just how it is. All Snipes are better off with their actual Sniping sets (especially Manticore's...) I think the bigger issue is there is no set with interrupt time as its enhancement thats worth slotting as an IO set.
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