
tricon
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Focused Feedback: Arsenal Assault
tricon replied to The Curator's topic in [Open Beta] Focused Feedback
I created 3 Arsenal Control Dominator. One with Sonic, then with Arsenal Assault very close in terms of IO set picks and then one with Savage Assault with a different approach in mind. The one with Arsenal Assault has by far the worst performance. I don"t hoverblast or jump for better cone range. There's nothing to complain about in terms of looks, but the performance leaves a lot to be desired. Maybe I get spoiled by playing a Huntsman (Bane) before but there I got 2 workable aoe attacks, weapon fire and some awesome hitting Mace like Crowd Control. This Assault set looks like looks very weak in comparison and that dosen"t stop there. Playing withj the Sonic and Savage Assault was way more fun with Arsenal Control. I found myself less in dangerous situations with way more damage output. I have on the live servers a few Dominators and this set just dosen"t click for me. I have a suggestion, although this is more of a design wish for the future, which the development team could perhaps take a look at. The Sentinal Class has with the Super Reflexes powers one dual choice pick between Master Brawler and Practiced Brawler, You can pick only one of them, not both. So there is a codebase for this options. Wouldn't it be nice if you could offer this more often. So you could choice between a aoe attack like M30 Grenade or a cone attack like Buckshot but not pick both. Would offer more variety for us players...... -
Focused Feedback: Epic / Ancillary Power Pools
tricon replied to The Curator's topic in [Open Beta] Focused Feedback
Feedback on the new Dark Mastery Epic pool for Dominators. Murky Cloud is ok power if you go with a ranged def build and add it to the mix. I would rather have a higher energy and negative scaling because its easy to get fire/cold with the winter and purple sets. Tar Patch is a very good power but the 3min makes no sense. You have increased the cd of sleet to 2min and IMO Tar Patch should have the same cd, I would rate Sleet even higher in power rank, so adding another minute to this power seems odd. Darkest Night and Umbral Torrent. Skipped both. I don't think with our primary set this power add anthing to a build. Torrent a cone with a knockback is meh, Soul Consumption, The cool down is quite high, not sure if the power design was with perma domination in mind, not everyone runs with extra recharge to the roof. I would prefer it if it lost some of the extra time. Powers like Unleash Potential and Adrenal Booster run with 600sec. the same cd would fit better for this power. edit: Frell it, its late here, somehow I can't count the time 😛 Soul Consumption has the same cd as the 2 powers with 10min. No idea why I thought the timer was shorter Odd combination of powers and certainly not my first pick, when you have ICE/PSI epics. -
Focused Feedback: High-Level Circle of Thorns Revamp
tricon replied to The Curator's topic in [Open Beta] Focused Feedback
The lower changes don"t seem the problem, the worse that happen to me that I got to hit floored by a big group of demons but IMO the problem is with this: So we can end up with earthquake and double tar patch plus on top of cc. I have seen confuse or my Huntsman has been turned into a stone. Annoying but you can work around it, The new placate from Bane looks a lot better now, maybe you should switch from the Assault hybrid to the Melee Core/Radial power or hard cc or focus fire certain mobs before you engage the group. So what is my issue with them atm. Usually I go solo through the entire Dark Astoria arcs and 2 to extra incarnate arcs. Now if I compare the group at maximun lvl then the are now better or should I say way more dangerous as a group what to expect in the other Dark Astoria zone. I am not sure this is a good idea end make them unbalnced. Personally, i have fewer problems, I like challenges. But whether that's good for the groups that play in PI, that's the question. As an example from yesterday. I created a new Super Reflexes Sentinal and run a few rounds with it. I still remember two of these rounds very well. One round was vs a remaining Ruin and Madness mage plus a lt. and minion. The Ruin mage has taken his 5% chane and hit me with Dreadful Wail and one shoted me with max health. As a player I would expect to get hit with the 2 first parts and not with 4. Is this is it really intended that an npc has a better version of Dreadful Wail or is this a bug? The second fight I survied a fight vs another boss only because my Sorcery resist shield was runinng, just so that the absorb proc from the preventive medicine kicked it with my remaining hps and saved me. Of course certain classes have it much easier. My ss/regen brute had a close fight where I went through my entire power cd list but a single +4/x8 group is no big deal for the class........ -
Focused Feedback: High-Level Circle of Thorns Revamp
tricon replied to The Curator's topic in [Open Beta] Focused Feedback
Played a bit against them as a incarnate full IO at +4/x8 Powerlvl seems a bit overtuned and way more in line what you would expect from dark astoria mobs a zone that was designed for higher lvl chars. I can still go through single groups but not without to prioritize target like you would do with certain other groups like pantheon sorrow. Quite feasible even for blasters but not without much higher risk as before. Multiple groups, thanks through a ambush got me every time, nothing is more fun as to fight multiple CoT bosses with the new powers. I rate them above certain DA groups now It was interesting to see what got me in the end When I consider that in PI you can also compete against the groups with lvl 47 without much IO support, it will be quite a challenge. Will the DA groups also be made stronger in one of the next issues, at the moment, this is more than unbalanced? -
Bugs pulled from Focused Feedback Threads
tricon replied to The Wildheart's topic in [Open Beta] Bug Reports
The popup information is wrong too "Place Mine: PBAoE, Superior DMG(Lethal/Fire), Foe Knockback" It does no lethal damage, only fire damage as listed in the detail info So either cut down the dmg and forget to update the info or the lethal dmg is missing..... -
Ok a few points. I highly suggest to use the beta server to test your chars if you like them, with Mids you can use the File-Export to Beta server and you can lvl it to 50 right away. That said, I would change a few IOs with your current build, some basic stuff. Add a Celerity +Stealth Io to Sprint, thats something I do with all my chars. Helps to get notice a bit later or as an extra info, in case with Superspeed you can blitz through missions for a click unnoticed. Switch Power Transfer Chance to Self Heal to a Performance Shifter: Chance for +End . End drain is quite high and I would rather have access to more blue Same the one in Moment of Glory. Throw in a Luck of the Gambler: Defense/Increased Global Recharge Speed. You have only 4 and 5 is the max. In Combat Jumping you could switch 2 Luck of the Gambler for Reactive Defense. Would give you a 1.87%hp and 1.5Resistance to S/L. Your are half way to the defense cap for normal content and you have only Moment of Glory to absorb alphas from a +4/8 group. I would consider to switch our 4 powers, consider them your wildcard powers that offer you to go different ways. Pointing to your Super Jump and the 3 powers from Leadership. I found Assault is pretty weak and more of a filler. Vengence is good a group setting but solo it does nothing. Maneuvers is good but if you can't reach the softcap with it, it"s IMO of less value. So now to your options Force of Will pool. You will get Unleash Potential with 3 slots LotG it can have 16.19%def and adds regen&rec and you get your travel power on the way. For some builds a good choice but I would go with Regen more likely with the Sorcery and get Rune of Protection and add 18.25% Resitance you could then add the Melee Core Radial for even more regen and extra resist that makes your more durable in the same way, you could add th Melee Radial for more extra defense that could go with Unleash Potential from the other pool The 4 power could now be 2 sloted Hasten for more recharge or combat teleport or pick something from your epic pool. Psionic, Ninja and Dark Mastery are all good options. Additional you can click in Mids and add the 4 "standard" Freedom Phalanx Reserve, Portal Jocky, Task Force Commander and the Atlas Medallion that you should add to all your 50+ chars, the are guide for it. Other points you could think of, do you really need the the Rectified Reticle IOs, The 2 slots could you yied a 5th for Panica Heal for the +7.5 Recharge Time and adding one Power Transfer Heal back to your build. Then if you realy don"t need some of the slot bonues, most of the 3 slots you added are for the extra HPs, You could think if 2 slots that are boosted to +5 (in mids if you open the enhancement window that shows all the IOs, hover over the one you would to add and hit your +key to boost it then click on it) Sometimes you really want to free some IOs up to use it elsewhere. That all said. I still not very found for regen on a Sentinal. A Brute with the "older" Instant Heal with ~3.2k hps or a Scrapper with access to Shadow Meld can migrate alpha strikes a lot better and thats what is most dangerous,......
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What is your battleplan. Playing with a sidekick that has "accident" for the vengance buff, if not disable it for your normal values.....
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My guess would be Bio. Let's take a look at the powersets Radiation Armor has Ground Zero that you can turn into a proc nuke with 30targets (90sec) and has a flat auto +20%recharge bonus but you lose the 2nd proc nuke Radiation Therapy that a scrapper has access too. IMO this version is not so good as the melee counterpart. The Sentinel version of Fiery Aura has no Fiery Embrace and damage aura but you gain a dmg proc and a minor +10%dmg buff for it. The fire proc has only a 80% chance for your attacks to proc, less then the Bio buff. But with Burn you have an extra area dmg power but no taunt to keep the mobs into the area. So either use the Incarnate Melee Radial Hybrid for the taunt aura or finde some other way like provoke. Bio Armor dmg buff under offensive adaption is larger with 25% then the Fiery version. It has a additional a minor -7.5% dmg resistance debuff and the toxic proc for your dmg attacks does more dmg then the Molten one. However no DNA Siphon from the scrapper list that could offer additional procs for a aoe nuke. The extra toolkits are a bit different. Fiery has a good heal vs. the absorb shield of Bio. An extra endurance pbaoe and a healing over time power. Bio has good regen with leech even more and can even bringe some endurance with the Theft of Essence back. Fiery has a bit more resistance (vs Fire even way more) but Bio has some extra defense against the elements.
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Well Blaster don't use Tesla Cage as part of dmg rotation as Sentinels would do it and usually it was one of the powers a Blaster could skip. From a dmg point of view, if you proc the power out on the blaster side, it's not that bad and you chain jumps doing way more dmg then the Sentinel version. However I found the power redundant for a Blaster thanks to the higher target cap 16 vs 10 on the aoes. So you really don't need it here. For a Sentinel the extra dmg from the chains is juicy and will just add some extra dmg to a attack chain. From a combat log No brainer to use Tesla cage as Sentinel and in many cases I would use it for a Defender/Corrupter as a extra dmg source but I am not sure if I would find the room for it on a final Blaster build.
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General Feedback: Issue 27, Page 3
tricon replied to The Curator's topic in [Open Beta] Focused Feedback
Hm. adding a higher cost to the Amplifier would only stop new players that have no "farm" char from buying them outright. So keeping the older price is IMO a much better choice. I don't build chars with the Amplifiers in mind, so I have simple no need to buy them at higher lvls. However starting at lvl 1 and playing through the content the certainly help a lot, a Blaster with some mez protection is way more enjoyable in the early lvls. After you have access to incranate powers and finish your IO build the powers lose their appeal, even if some are stronger to some you get later in the endgame like the Blessing of Tielekku. For the lower lvls I would keep them without the raising cost but maybe make it so that the deactivate after you finish your alpha slot or reach lvl 50. -
Yeah, it's awesome if the don't change anything in a later build on the beta server. I really like it. Have run a few different iterations of a Electrical Blast/Energy Aura build through some incarnate and ae missions. Good damage and survival. In prolonged +4/x8 fights the drain effects helps more and more. The design changes are IMO one of the better parts of the beta build. This Villain build was built using Mids Reborn 3.0.6.0 https://github.com/LoadedCamel/MidsReborn Click this DataLink to open the build! Level 50 Magic Sentinel Primary Power Set: Electrical Blast Secondary Power Set: Energy Aura Power Pool: Leaping Power Pool: Fighting Power Pool: Speed Ancillary Pool: Electricity Mastery Villain Profile: Level 1: Charged Bolts * (A) Superior Sentinel's Ward - RechargeTime/Chance for +Absorb * (5) Superior Sentinel's Ward - Accuracy/Damage/Endurance/RechargeTime * (19) Superior Sentinel's Ward - Accuracy/Damage * (19) Superior Sentinel's Ward - Damage/RechargeTime * (25) Superior Sentinel's Ward - Accuracy/Damage/RechargeTime * (25) Superior Sentinel's Ward - Accuracy/Damage/Endurance Level 1: Kinetic Shield * (A) Shield Wall - +Res (Teleportation), +5% Res (All) * (3) Luck of the Gambler - Defense/Endurance * (3) Luck of the Gambler - Defense/Increased Global Recharge Speed * (5) Luck of the Gambler - Defense * (23) Reactive Defenses - Scaling Resist Damage Level 2: Kinetic Dampening * (A) Aegis - Resistance * (11) Aegis - Resistance/Endurance * (29) Impervium Armor - Psionic Resistance * (39) Aegis - Psionic/Status Resistance Level 4: Ball Lightning * (A) Annihilation - Chance for Res Debuff * (27) Bombardment - Chance for Fire Damage * (31) Annihilation - Accuracy/Damage * (33) Annihilation - Accuracy/Damage/Endurance * (33) Annihilation - Damage/RechargeTime * (33) Positron's Blast - Chance of Damage(Energy) Level 6: Zapping Bolt * (A) Apocalypse - Chance of Damage(Negative) * (7) Gladiator's Javelin - Chance of Damage(Toxic) * (7) Superior Winter's Bite - Accuracy/Damage * (9) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime * (9) Superior Winter's Bite - Accuracy/Damage/Endurance Level 8: Aim * (A) Gaussian's Synchronized Fire-Control - Chance for Build Up Level 10: Energize * (A) Preventive Medicine - Heal/RechargeTime/Endurance * (11) Preventive Medicine - Heal * (39) Preventive Medicine - Heal/Endurance * (39) Preventive Medicine - Chance for +Absorb * (46) Preventive Medicine - Heal/RechargeTime Level 12: Tesla Cage * (A) Gladiator's Javelin - Chance of Damage(Toxic) * (13) Superior Opportunity Strikes - Accuracy/Damage * (13) Superior Opportunity Strikes - Accuracy/Damage/Endurance * (15) Unbreakable Constraint - Chance for Smashing Damage * (17) Superior Opportunity Strikes - Accuracy/Damage/RechargeTime * (17) Superior Entomb - Recharge/Chance for +Absorb Level 14: Power Shield * (A) Luck of the Gambler - Defense/Increased Global Recharge Speed * (15) Luck of the Gambler - Defense * (40) Luck of the Gambler - Defense/Endurance Level 16: Combat Jumping * (A) Luck of the Gambler - Defense/Increased Global Recharge Speed Level 18: Voltaic Sentinel * (A) Expedient Reinforcement - Accuracy/Recharge * (34) Expedient Reinforcement - Accuracy/Damage * (34) Expedient Reinforcement - Damage/Endurance * (34) Expedient Reinforcement - Accuracy/Damage/Recharge * (36) Soulbound Allegiance - Chance for Build Up Level 20: Power Armor * (A) Unbreakable Guard - Resistance/Endurance/RechargeTime * (21) Unbreakable Guard - Resistance * (21) Unbreakable Guard - +Max HP * (23) Gladiator's Armor - TP Protection +3% Def (All) * (42) Steadfast Protection - Resistance/+Def 3% * (43) Unbreakable Guard - Resistance/Endurance Level 22: Entropy Shield * (A) Endurance Reduction IO Level 24: Kick * (A) Empty Level 26: Short Circuit * (A) Armageddon - Chance for Fire Damage * (27) Obliteration - Chance for Smashing Damage * (40) Armageddon - Damage * (40) Armageddon - Damage/Endurance * (42) Armageddon - Damage/Recharge * (43) Armageddon - Accuracy/Damage/Recharge Level 28: Repelling Force * (A) Luck of the Gambler - Defense/Increased Global Recharge Speed * (29) Luck of the Gambler - Defense Level 30: Tough * (A) Unbreakable Guard - Resistance/Endurance/RechargeTime * (31) Unbreakable Guard - Resistance * (31) Impervium Armor - Psionic Resistance * (43) Unbreakable Guard - Resistance/Endurance * (46) Unbreakable Guard - Endurance/RechargeTime Level 32: Thunderous Blast * (A) Superior Opportunity Strikes - RechargeTime/Chance for Opportunity * (36) Bombardment - Damage * (36) Bombardment - Chance for Fire Damage * (37) Bombardment - Accuracy/Damage/Recharge * (37) Positron's Blast - Chance of Damage(Energy) * (37) Bombardment - Damage/Recharge Level 35: Power Drain * (A) Recharge Reduction IO Level 38: Super Speed * (A) Winter's Gift - Slow Resistance (20%) Level 41: Weave * (A) Luck of the Gambler - Defense/Increased Global Recharge Speed * (42) Luck of the Gambler - Defense * (48) Kismet - Accuracy +6% Level 44: Havoc Punch * (A) Superior Blistering Cold - Accuracy/Damage * (45) Superior Blistering Cold - Damage/Endurance * (45) Superior Blistering Cold - Accuracy/Damage/Endurance * (45) Superior Blistering Cold - Recharge/Chance for Hold * (46) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime Level 47: Lightning Field * (A) Eradication - Chance for Energy Damage * (47) Obliteration - Chance for Smashing Damage * (47) Eradication - Accuracy/Damage/Recharge * (48) Eradication - Accuracy/Recharge * (48) Obliteration - Damage Level 49: Hasten * (A) Recharge Reduction IO * (49) Recharge Reduction IO Level 1: Opportunity Level 1: Brawl * (A) Empty Level 1: Sprint * (A) Celerity - +Stealth Level 2: Rest * (A) Empty Level 1: Swift * (A) Flight Speed IO Level 1: Hurdle * (A) Jumping IO Level 1: Health * (A) Panacea - +Hit Points/Endurance Level 1: Stamina * (A) Performance Shifter - Chance for +End Level 38: Speed Phase Level 50: Musculature Core Paragon Level 50: Melee Core Embodiment Level 50: Ion Radial Final Judgement Level 50: Reactive Radial Flawless Interface Level 50: High Pain Threshold Level 50: Invader Level 50: Marshal Level 50: Born In Battle Level 50: Barrier Core Epiphany ------------ Tried to find a balance between caped S/L/E def without (incarnate barrier will cap F/C too) and some solid resist (~50% S/L, ~38-40% E/N/F/C, 25% PSI) and some damge (procs). Global recharge is with hasten at 153.75%, possible to focus more on certain points but the slots don't grow on trees 😉 Fun build, created a baby version on one of the live servers
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I don't see a "No Redraw" option with my Staff/Rad stalker and yes it will redraw the weapon after useing the click Rad powers. However with stealth from hide and the other fx from the Rad toggles you hardly see the char or weapon at all. So you don't miss it that much 😉
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Reaction Time is very powerful tool, you don't need much in Health and Stamina. DP/MA is combo that really want to fight multiple mobs at once. Inner Will on autofire is a good point and very useful just at the proc for a absorb shield to it. If you want to look at another build. I run atm this at incarnate DA arcs and s/l farms. (A) Empty (A) Empty (A) Empty (A) Celerity - +Stealth (A) Empty (A) Run Speed IO (A) Empty Level 2: Swift Last time I changed a few procs and added all suppressive fire back to build. The build has +45 s/l/e def and ~30% s/l/f/c more with the melee core. Overall I like it to go through the content. Nothing is more fun to go through a chain of Burst of Speed, Eagles Claw, Ki Push, Storm Kick, Executioner's Shot, Suppressive Fire , well except for aoe Burst of Speed, Dragon's Tail, Hail of Bullets, Bullet Rain for aoe. BTW Mids dosen't show the +tohit nor +dmage from Reach for the Limit.
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There is some data in the proc thread from Bopper:
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You are at the soft cap against the least used damage type ingame at a whooping 1.51%. That said, of course you can build a blaster that can run +4/x8 without hover or as an example even fighting pool, simple because we have so many tools at our hands at the incarnate lvl that we can fix many underlaying issues or make other points much stronger. I have 2 lvl 50 blaster and I dislike hover, even on the old servers. So I can unterstand if somebody don't want to use it. You have access to a combo of Unleash Potential + Melee Radial Hybrid for defense problems or Rune of Protection + Melee Core Hybrid for resist issues. Heck you could add Bonfire from The Epic Flame Mastery and add a knockback to knockdown IO use it as another dmg tool with a defense side. So many options. My last Blaster is a Dual Pistols/Martial Combat and I live in melee range. But I have build it, to run from solo farms to DA incarnate content at +4/x8 without getting a headache. DP is not even close to the strongest blaster primary nor is MC in the same league as Electric for close combat but the combination and having access to +45 s/l/e with a melee core and barrier as backup is enough to surf through the content. So if you build is enjoyable for ya, then cool. You certainly don't need to run top 3 build to go through all the content or we would stick all to the same old.
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Certain builds will have problems if the Power Set has no options to gain extra endurance, my Ice/Shield can run into this problems too. Then you have on the other side Combos that don't know this problem at all like with my latest Stalker a Staff/Radiation Armor and Health/Stamina have each 2 slots and I can run 9 toggles with 1.77/s EndUse. Rad gives you another health/recovery auto with Gamma Boost and then you have access to Radiation Therapy that offers you even more twice a minute. Before that I created a Savage/EA Stalker and thanks to Energize and Energy Drain has no issues as well.
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Well you can add proc enhancements to the power but the still don't seem to fire. I added "Pet Damage Inflicted to the selected Channels" so that I could see the dmg in the chat window. A proc dmg was never listed or shown ingame. All other procs show up show up eventually but not in Spring Attack like Eradication, Scirocco and Obliteration Nope the bug seems still to be ingame.
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Dominator Power Up has no effect on Link Minds (epic pool)
tricon replied to tricon's topic in [Open Beta] Bug Report Archive
Ah yes for Fade the added this in the March 31st patch. In this case, could we have some extra ingame text information added to "Link Minds" and "Fade" that point to this issue that the are not affected by +Special buffs. -
I created a new char on the test server a Plant/Earth Dominator. From the Earth Assault set the Power Up (boost secondary effects like defenses) has no effect on the epic pool power Link Minds. If I cast the power "Power UP" it will show an increase on my defense on powers like "Weave" and "Maneuvers" but it will not increase the defense value of "Link Minds" from the Psionic Mastery epic pool power. You can enhance the power with defense sets so if this power was not changed it should be a bug.
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I traded Cross Punch in my build for Suppressive Fire and slotted 6 procs into it. The blaster version does only a tiny bit of damage, so we don't need to enhance it with IOs and thanks to the much slower recharge vs the Sentinel version ours has right out the box a 90% probability to proc even 2.5 lockdown +2 hold. Not that I would mind the extra damage from the Sentinals but this work too.
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I would rather not lose access to the melee IO sets and if the would follow the same rules as the other powers this would happen. From playing a BA/Bio Scrapper. A full redesign is always a option but IMO even smaller changes could help. In the lower lvls the knockback (knockdown/knockup) of the powers is quite unreliable, so increasing the % chance of the knockdown would certainly help a bit. In the same way adding a -def or -res to the lvl 1 power options. For a flat dmg increase I would suggest just add on all the powers a Foe minor|moderate DoT it would fit the Axe theme that if you hit them that the start bleeding. However I would change the DoT from lethal to toxic so that it has an other dmg type option. The weapon could be coated in poison or could cause an deadly infection, so that it stays within reason.........
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From playing a Ice/Shield Stalker: I would say Ice is not even that bad but it has maybe a few issues that makes it look worse as it is. The -res on Frozen Fists is a lie or simple a text error from porting this set over from the Tanker AT. Since the introduced in Issues 18 for Tanker a new Inherent: Bruising that would add -res effect for the Tier 1 powers. We are not tanks so we don't get it. Frost is your standard cone dmg with a 90° arc that needs target aoe IO sets but has a lower range of a melee attack. It would make more sense to give it access to a melee pbaoe set or to increase the range a bit. On the other hand you can use another purple IO set if you pickup e.g. Cross Punch for the melee pbaoe version. Ice Sword is pretty much standard like Build Up is. We got as Stalkers the Assassin's Ice Sword and not Greater Ice Sword. Honestly I would prefer the traded Ice Patch for it. Does lethal dmg and is a bit more resisted then cold. I have not used Placete since we got out hide proc from our ATO set. Ice Patch is for a Stalker a bad choice from the Tanker set (copy&paste) It would be better if we got another high dmg attack or some other kind of utility. Not used Freezing Touch is your heavy hitter, a superb attack. High dpa attack, can slot 2 purple procs dmg or 1 purple and the absorb proc from entomb. The only reason people don't like it because of the dot damage. If you hit somebody with Total Focus you see how hard you hit it, by FT you need to wait a little bit, so it can go... hm will this kill it, yeah oh wait it has 2 hps left.... Frozen Aura is your lvl 32 Foot Stomp dmg version from the Tanker set that will sleep minions and can take a +heal proc if you wish So this is why Ice looks a bit wired, dots and a utility power we don't really need as a offensiv AT. There is a dps sheet over from Kaeladin in the scrapper forum https://docs.google.com/spreadsheets/d/1av2vWL9UVgGw183BbjFNweJze7N5P3Tn8tYSppdFQgE/edit?usp=sharing and Ice dosen't look that bad The substitue of Cross Punch from the fighting pool is not a bad idea for ice that can take a pvp -res proc and the +recharge proc. After playing through the content a bit, it's still fresh. I found it is not that bad. My Rad/Ice Stalker certainly hits harder from the primary power set but that was a reason I picked up */shield. Add in the extra area dmg from shield charge and +dmg from AAO it feels a lot more dynamic. I would use Ice Melee with /Bio or /Shield that can boost the dmg a bit. Oh and don't underestimate the endurance lose it can cause if you go all out. The pay2win vendor offers a recovery temp power that will increase the recovery and help you through the early lvls if you can spare the 50k inf for it.
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Maybe the are a bit overtuned as AVs when you face them in a team but as EBs the are not that difficulty. I have run the story arcs now twice at a +4/x8 setting with a Dominator and a Stalker and the final mission from the Number Six story arc with the 3 Avatar of Hamidon EBs don't give me a headache. I found fighting in one of the smaller rooms in the subway station and the warehous are harder with the proxy agro..... Here is the fight from my Ice/Shield Stalker pov: without NPC help If you choose the help with the npc army the fight would be IMO absolutely trivialized if you fight at Elite Bosses lvl.
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Only one I know of is: https://paragonwiki.com/wiki/Lore_Slot_Abilities Click on the ability name of each to see details, for instance click on 'Radial Superior Ally" for any of them and you'll see abilities of each. It is missing info on the newest sets though and doesn't give exact numbers, just what abilities they have. Not perfect, but good enough to see for example that you probably wouldn't want the support side of storm elementals as monsoon elementals have hurricane. It even gives some idea of dps for each listed at the bottom. Again not totally updated however. Ignore the dps numbers from the paragonwiki because I24 patch did change a lot after I24 Lore Slot Adjustments In conjunction with adding these new Lore Power Sets, existing Lore Power Sets have been reviewed and rebalanced to improve performance. All - Removed Endurance Cost from all Lore pet powers. Polar Lights LT - Increased damage of Northern Lights Bolt by 55%. Polar Lights Boss - Lowered recharge of Northern Lights Bolt from 4 seconds down to 3. Increased damage of Northern Lights Bolt by 30%. Lowered recharge of Northern Lights Blast from 6 seconds down to 5. Vanguard Boss - Lowered recharge of Life Drain from 8 seconds down to 5. Increased initial damage of Life Drain by 64%. Increased damage of Life Drain by an additional 50% by adding a Negative DoT component to it. Increased healing of Life Drain by 64%. Increased damage of Ice Blast by 30% by adding a Cold DoT component to it. Rikti Boss - Increased recharge of Greater Rikti Sword from 7 seconds up to 8. Increased damage of Mental Blast by 55% by adding a Psionic DoT component to it. Nemesis Boss - Lowered recharge of Pummel from 4 seconds down to 3. Increased damage of Pummel by 14%. Increased recharge of Storm Cannon from 4 seconds up to 8. Increased damage of Storm Cannon by 24%. Increased recharge of Flamethrower from 6 seconds up to 20. Increased damage per tick of Flamethrower by 244%. Carnival Boss - Lowered recharge of Telekinetic Blast from 7 seconds down to 3. Reduced damage of Telekinetic Blast by 14%, but increased the proportion of this damage that is dealt as Psionic damage. Increased recharge of Mental Blast from 4 seconds up to 8. Increased initial damage of Mental Blast by 100%. Increased damage of Mental Blast by an additional 100% by adding a Psionic DoT component to it. Increased damage per tick of Psionic Tornado by 85%. Arachnos Boss - Increased damage of Venom Burst by 220%. Increased damage of Claw Pierce by 54%. Storm Elemental Boss - Lowered recharge of Lightning Bolt from 8 seconds down to 4. Lowered recharge of Charged Bolts from 4 seconds down to 2. Increased damage of Charged Bolts by 20%. Robotic Drones LT - Lowered recharge of Plasma Cannon Blast from 4 seconds down to 3. Increased damage of Plasma Cannon Blast by 7%. Robotic Drones Boss - Lowered recharge of Plasma Cannon Blast from 4 seconds down to 3. Increased damage of Plasma Cannon Blast by 7% Seers LT - Lowered recharge of Mental Blast from 4 seconds down to 3. Increased damage of Mental Blast by 30% by adding a Psionic DoT component to it. Seers Boss - Lowered recharge of Levitate from 6 seconds down to 4. Increased damage of Mental Blast by 30% by adding a Psionic DoT component to it. Dominate was incorrectly not dealing damage. This has been fixed, greatly increasing Seer Boss damage output. IDF LT - Increased damage of Plasma Blast by 27% by adding an Energy DoT component to it. IDF Boss - Increased damage of Plasma Blast by 27% by adding an Energy DoT component to it. Longbow LT - Increased damage of Burst by 32%. Lowered recharge of Burst from 4 seconds down to 3. Longbow Boss - Lowered recharge of Grenade from 4 seconds down to 3. Lowered radius of Grenade from 15 feet down to 10. Increased damage of Grenade by 20%. Increased recharge of Plasma Blast from 4 seconds up to 10. Increased up-front damage of Plasma Blast by 29%. Increased damage of Plasma Blast by an additional 94% of its previous damage value by adding an Energy DoT component. Lowered recharge of Energy Barrage from 20 seconds down to 12. Reduced maximum targets hit by Energy Barrage down from 16 to 8. Clockwork Boss - Lowered recharge of Particle Blast from 6 seconds down to 4. Increased damage of Particle Blast by 24%. Lowered recharge of Anti-Matter Ray from 10 seconds down to 6. Increased damage of each tick of Anti-Matter Ray by 333%. Increased damage of Anti-Matter Beam by 30%. Warworks LT - Lowered recharge of Plasma Rifle Burst from 6 seconds down to 4. Increased damage of Plasma Rifle Burst by 51% Warworks Boss Lowered damage of Swipe by 20% Increased recharge of Cross Cut from 6 seconds to 7. Lowered accuracy of Plasma Eye Beams from 1.1 down to 1 Cimeroran LT Lowered accuracy of all attacks from 1.05 down to 1 Lowered damage of Slash by 20% Increased recharge of Slice from 8 seconds to 16. Lowered damage of Hack by 21% Increased recharge of Pilum from 8 seconds to 16. Lowered damage of Pilum by 14% Cimeroran Boss Lowered accuracy of all attacks from 1.05 down to 1 Lowered damage of Slash by 20% Increased recharge of Slice from 8 seconds to 16. Lowered damage of Hack by 21% Increased recharge of Pilum from 8 seconds to 16. Lowered damage of Pilum by 14% Lowered damage of Push Back by 45%[ Lore Trees All Lore trees now have unique power icons. Lore: Corrected the Descriptive text for the Talons of Vengeance Siren's Regenerating Song. Lore: Corrected the descriptive text for the Banished Pantheon Defiler's Empowering Burst. Lore: Fixed an issue with the Knives of Vengeance power Rallying Cry where it would only affect the caster. This ability now affects all friends within its area of effect. Lore Pet/Ravager Essence: Fixed a bug that would prevent the Ravager from using his melee attack. Lore Slot Expansion - Dark Astoria Four new Lore Power Sets have been added. These Power Sets cover a selection of enemies from the core villain groups in Dark Astoria. These sets are open to all Incarnates and can be acquired regardless of participation in Dark Astoria. Banished Pantheon (Creatures) The Tsoo Knives of Vengeance Talons of Vengeance I25 patch Incarnate Lore pet Knives of Vengeance's buffs should all affect the player, instead of the pet itself. Previously one of its damage buffs were affecting itself instead. Alpha Lore boosts to absorb should properly affect powers that can be enhanced for absorb. Previously had no effect. Added Demons as a Lore option: · Support: Nerva Spectral Demon with Twilight Grasp and Chill of the Night. · Support Attack: Nerva Spectral Demon with Twilight Grasp, Chill of the Night and Gloom. · LT: Behemoth with Fire Smash, Fire Sword, and Fire Blast. · Boss: Succubus with Come Hither, Blackclaw, Hellish Bolts, and Fire Ball. https://paragonwiki.com/wiki/Patch_Notes/2012-08-08_Beta https://docs.google.com/document/d/11cLJiSYlfueJheOumRywG8Evip2Mjmu_30Y6ePaetqY/edit
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After choosing some combo that I did not play back on the old CoH live/test and that would fit a theme I ended up with War Axe / Bio Armor. I enjoyed them both. Bio is very versatile after you throw some IOs on. It's add extra dmg, yet I think it still has it weaknesses with no resistance vs def and regen debuffs and that brings me to Battle Axe Number wise from min/max WM would be the better set as Axe, but there are so close to each other both have this perfect 180° cone power with a pbaoe and a smaller cone 45° for WM and 19° for Axe like the one for BS and Katana. You can throw the pvp -res IO in a heavy hitting dmg and the +recharge KB IOs in the huge cone & pbaoe and that every single power has a knockdown or up effect helps quite a bit Who dosen't like to juggle a npc all the time: https://gfycat.com/richdangerousbuckeyebutterfly I found the single & aoe dmg satisfying, only if you run really into a mob with a high lethal resistance it's annoying but it's far off the all or nothing you see often with psi. Not to flashy, not to boring just a good solid set / combo