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Crasical

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Posts posted by Crasical

  1. Venomous Gas gives -12.5% ToHit and -18.75% Damage with a 15 foot radius as a T9 power.
    Time's Juncture gives -15.625% ToHit and -25% Damage with a 25 foot radius as a T3 power.

     

    Now, Venomous gas has -25% Resistance and -12.5% Defense, but they don't help if you're dead! Venomous Gas asks you need to get in melee and the *no* skills to give you any survivability. Your T9 is less 'safe' than the power you can get in /time at level 4, and Time has a bunch of other support to keep you alive while Poison has none.

     

    The set's lack of personal protection, making you work without a safety net, is my main problem with the set. Giving Envenom and Weakness some actual AoE so that you can just *go all in* on debuffing whole spawns to the point where they can't kill you is a great direction to go in. Maybe make them leave clouds or puddles or something.

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  2. Surveillance is actually good, Freeze Ray and Sleep gas are boring but functional (Though I always questioned Freeze ray in what's basically a 'military hardware' patron pool, it seems too futuristic), which basically leaves LRM and Body Armor as the problem children. Body Armor probably just needs its numbers jiggled a little, but LRM is kind of a mess of a power that doesn't really know what it wants to be. Looooong recharge, looooong cast time, interruptible, and the damage isn't quite enough to justify the previous three issues. I have it and I use it, but not because it's a *good* power.

  3. Transferred my Merc/Traps over from live, noodled around a little bit doing the repeatable missions in dark astoria.

    Definitely feels like I'm doing more damage due to my henchmen attacking faster, though the incarnate BP still tore my ass open even through all my layered defense, resistance, and healing. The gimmick of the soldiers going from using SMGs to Assault Rifles when upgraded appears to be gone, they just get more and more attacks as they get upgrade.

     

    Does focus fire do much? 
    No, not really, at least not versus standard bosses. Vs. AVs and EBs, it will probably be more impactful. It's a small 'gravy' bonus for having the attacks more than a huge change in and of itself. If you didn't take the attacks prior, I don't expect this to change your mind, but if you already took one or two, it's an add-on.

     

    Does the slotting change for Equip Mercenary and Tactical Upgrade change much?

    Also not really. The extra 8-9% resist from swapping over from an Endred IO (that I didn't need) to a +Res IO was nice, as was the small amount of extra defense.

     

    Serum is actually good now! I still have it muling the resistance IOs, but it's a fat +Res/+dam boost for the whole team, and it mez protects against things that my FFG doesn't (Namely, knockdown: I can pop serum to keep my guys from ragdolling everywhere or getting clowned by an ice slick). I found myself using it reactively more than anything, and it was up when I needed it. Nice.


    It's a couple small nice things, plus the mercs getting reworked to be more aggressive/faster attacking. It's nice.

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  4. On 8/29/2022 at 8:16 AM, Burk said:

     

    Selecting 4-star under difficulty does not prevent you from selecting "No Incarnate Powers" under power selections or the "No Enhancements" toggle. 😉

     

     

    And playing with one hand tied behind your back! Which I imagine is going to be a necessary skill because the only way I can imagine getting a team to do this is to have them handcuffed to your radiator.

     

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  5. 6 minutes ago, Rudra said:

    As for Titan Weapons, even greatswords weren't sharp weapons. 

     

    The titan weapon greatsword is literally called 'Razor Sword'.

    https://archive.paragonwiki.com/wiki/File:TW_Razor_Sword.jpg

    There's also Excalibur, and several forms of energy sword, all of which do lethal damage when another set uses it. 

     

    It's not the literal definition of the weapon in the powerset name, it's not the damage type, and it's not based on any historical factors as to the use of weapons. Hence my summation that it's purely based on vibes. Rename Dual Blades to Dual Weapons if it makes adding some blunt options more palatable, why not. 

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  6. There are a few options for Assault Rifle (The retro scifi rifles) that don't have any sort of barrel or visible aperture for bullets. Dual Blades has a few axes as weapon options. Titan Weapons has nearly half its options being large, bladed weapons despite the set doing smashing damage.

     

    So if it's not weapon shape or damage type, what is the deciding factor for if a particular weapon is suitable? Generally, the strict definitions on what can be a weapon skin for a given set seem to be loosening, and if we're judging just off vibes, I don't see why we can't have a dual-blades character using twin tonfas or telescopic batons.

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  7. 2 hours ago, Redletter said:

    Don't bully Enflame, she's cute and multiplies DPS for basically nothing, to the point where I like to have it on defenders who help farmers farm faster. Slot that slut with Knockdown, or Immobilize, or BOTH if you wanna double stuff her like an oreo and watch as hordes turn to extra crispy bacon.

    Is it actually that good? I got the impression it wouldn't proc well because it's got multiple psudeopets dropping for every fire patch, and the character I was going deep into Sorcery with was a Controller, so not great damage there to begin with.

  8. On 8/2/2022 at 3:40 AM, Scarlet Shocker said:

    Also some powers, notably Electric, drain End from foes "and a portion of that Endurance may be returned to you" is how I remember the phrasing. Is there any data on that?

     

    https://cod.uberguy.net/

    The electric blast is pretty hard to parse, for me at least, since it got the Shocked status where it does more effect when the enemy's endurance is low, but it seems to refund a portion of the attack's endurance cost per power.

  9. 24 minutes ago, brass_eagle said:

     

    I'm curious, did you look at how many of those that prioritize more exotic damage types instead of S/L have Mez attached to them? While I'm on board with this change as it gives the devs a chance to make more threatening enemies within trash mobs, I can't help but wonder if it will have a negative effect on the amount of Mez squishies can avoid now--especially at higher levels.

     

    Less void -- more mez.

     

    Running through the list, looks like just Council galaxy LT's Gravimetric Snare immobilize and the galaxy boss' Gravity Well hold.

     

  10. My sentinel already already had all 3 cones before this update, incidentally, so I was already in the rythm of shockwave/howl/sirens to deal with groups and then picking one enemy to bully with my single targets while the rest slept. The summer blockbuster knockback is a primo choice in Shockwave, it keeps them grouped for the future cones and makes some enemies hit by the proc portion do a funny double-flop that keeps them down longer than usual. I still found it to be up Enough, since I mostly use it to keep enemies ragdolling while I sneak in Howl before applying or reapplying Siren's.

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