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siolfir

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Everything posted by siolfir

  1. Don't forget that you get some scaling resistance from the passives in your secondary, and with the scaling resistance IO and some set bonuses I've found that my melee Fortunata doesn't need more than that. I built for softcap defenses without Mind Link, so I can pop it for extra "defense debuff resistance" - simply by being over the cap so the next debuff misses - and took both Ageless and Rebirth Destiny. I usually run Ageless because I rarely need any healing that inspiration drops doesn't cover.
  2. I'm not happy with the changes to Tar Patch, but if the idea is to make things more manageable, then so be it. My concern was about the people calling for Sleet to get knocked down to 22.5% for non-Defenders "because it wasn't adjusted" when it was never a Defender set originally, and wasn't buffed to Defender numbers when it was ported. I think there was already a nerf to Heat Loss, I would have sworn that it was -30% for Corruptors before instead of -24%, but pseudopets weren't archived from City of Data so I can't check the date for when it was changed.
  3. I don't like that animation on radiation either. It works better with powers like Bitter Freeze Ray because you see the ice crystals forming and Devastating Blow because you can see the "radiation" particle effects intensify, but it's still too slow for me. I took it because I wanted to try Rad Melee, and since I have a glass at my desk when I'm playing I usually take a drink while it animates.
  4. I think it's in use.
  5. /bind <key, for me usually g> powexeclocation target Blizzard /bind shift+lbutton powexecname Blizzard Target a mob in the middle or the tank for the first, or just shift-click where you want it. If you like controllers, Ice Blast will get you two single target holds - one of which I usually recommend skipping - with slows in every attack, Bitter Ice Blast and providing -to-hit, and Blizzard acting like Ice Patch while it's killing the mobs inside. For secondaries, Tactical Arrow is Trick Arrow only better, but it's going to be nerfed. If you want another ranged AoE, Mental gives you Psychic Scream; if you want a self heal while you stay out of range and blast, Energy gets Energize and Boost Range. Otherwise just pick one for concept or personal taste - if you're planning on jumping into melee occasionally Mental offers Drain Psyche and Psychic Shockwave as well.
  6. That's what the mayhem missions are for.
  7. But... the levee was dry?
  8. Since it's already necro'd, here's something that is somewhat relevant: Source: So there's a schedule for the update, which will happen at the same time as a lot of wailing and gnashing of teeth.
  9. Since you stated that the changes weren't done (and mentioned that we have what was on beta at that time currently), I expected that the starting point would be where we are now - which uses slotted recharge but not global, and actually wondered why there wasn't any slotting numbers for the "old PPM" example. The formula wasn't deceiving beyond my just skimming over it while looking for clues as to intent and since I expected to see "recharge" I overlooked "base" vs "modified". So based on the link for what we have now, it looks like we're already at or near the end of the intent of that goal where recharge is included - just not global recharge - with a minimum and maximum clamp instead of the 100% chance based on base recharge only.
  10. No, it is not using Defender numbers. As I said before, and repeated by @ROBOKiTTY above: Sleet was created as a Corruptor only set. The Defender version is using Corruptor numbers and needs to be adjusted upwards for Defenders - to match Freezing Rain in Storm Summoning, if you're going to look for comparisons.
  11. It talks about increasing the PPM rate on the proc itself while using the power's actual recharge instead of base recharge (which was where the reduction would come from), with the variable amount being how much the PPM rate was increased. It also mentioned clamping on the high and low end, which I thought we already had until you said that you can still get 100% chances on PPM procs. I read it, I just didn't see where it was anything more than a tweak to the formula to account for global recharge which would have an adverse affect on recharge builds that didn't slot for recharge to min/max the formula, but the attempt was an overall increase while pulling in outliers by setting a min and max chance.
  12. Maybe I'm missing the context here, because that's not what I got out of that post. Full text, highlight added, dropped in a spoiler tag so it can be collapsed: It doesn't sound like the intent was to reduce the chances of a proc firing. Now I don't plan on ever slotting Call of the Sandman - I tried it once in an AoE sleep and it was complete garbage now with it as good as it will apparently ever be, so I don't really care if it gets nerfed or left alone. But I did check the post because I was curious and I don't see where the part about a downward adjustment was coming from.
  13. To address the highlighted part, yes, it already respects the AT modifiers. This makes it extremely easy for a Defender to cap their own damage due to their lower damage cap and higher modifiers. Off topic, but to address the line of logic in these posts: While the animation time couldn't change between PvE and PvP, they most certainly had the ability to make PvP-only effects on powers at the time, as well as have different PvE-only and PvP-only lines (it's why Scourge and Criticals were unresisted in PvP but resisted in PvE, for example). They could have easily reduced Energy Transfer's damage just for PvP if that was the only concern without any changes to PvE damage, even with the engine limitations at the time.
  14. In response to both of these: Sleet started with Corruptor numbers, it was a Corruptor-only set that was not boosted when it was ported to Defenders. Freezing Rain is already adjusted. I would hope that the Corruptor version is used as the baseline (and thus, the Defender version gets made into a copy of Freezing Rain with a -37.5% debuff) rather than using the Defender version - which is weaker than it should be - as the basis for nerfing the original numbers for the original AT that had the power and calling it a "bug fix" because it was proliferated incorrectly. There's no "if" about it, Blizzard was already tweaked for the different AT modifiers. However, one thing that was done for the Corruptor version of Blizzard - that used to apply to all of the "rain" powers but was not included when they were adjusted for AT modifiers - is that the Scourge damage is higher than double on each tick. IIRC Rain of Fire and Blizzard used to do triple damage (ie, Scourge damage was double what it should be) and Ice Storm did about 2.5x when Scourging. That's on top of them using the Blaster numbers for the original pets. Edit to reiterate: only Blizzard currently Scourges for more than double each tick value anymore, and that change is why I didn't take Ice Storm (which used to do as much damage as Blizzard currently does). Twilight Grasp - like all of the PBAoE heals - uses the ranged heal modifier for all targets, not the melee heal modifier. The debuff part of Twilight Grasp was also never a pseudopet, only the heal was, so for Corruptors it reduces the amount of the heal and it still does -5% to-hit, -10% damage, and -50% regen. The far larger penalty to Dark Miasma is Tar Patch, which is a 25% reduction in effectiveness, and in the help that Dark Servant is providing.
  15. Sure, it's not a direct link, but every time I think of Cheech and Chong, I think of
  16. I love the final map of the Ice Mistral SF. Plenty of exploding pink crystals to turn all your single target attacks into miniature psi-damage nukes! The interaction with the map (well, really the crystals) is what makes it the best one for me, more than several others mentioned here that are also great (see: Eden trial, Hess). I hate the Arachnos base reactor room (the really tall one with ramps up and elevators going both up and down) in defeat all missions, because it's too easy to lose mobs and with all the pipes and ramps it takes forever to find them. Although I guess you can get plenty of use out of Flight with it, since it's probably as big as most office maps all by itself.
  17. Build 3 increased the recharge and made it immune to global recharge:
  18. From the patch notes: Dark Assault's PBAoE is called Engulfing Darkness. It was suggested already and I personally would like it, but they've already said that the changes for Dark Melee are done for this planned release and will be put back on the table for a future release - it was picked because it was thought to be low-hanging fruit, but the branch was a little higher than they expected it to be so they're going to see how it does with just the Shadow Maul change.
  19. Just because it's fun to read I'll type it out again: resistance resists resistable resistance debuffs. The balance on it works until you get to a cap or start stacking, since the first debuff that hits you means you're taking that percentage more in damage. Because it's base and not current resistance that acts as the resisting value, the second resistance debuff doesn't add the same percentage increase to the damage taken after the first, though this also prevents cascade resistance failures like you can have with defense.
  20. I keep seeing "make Dwarf taunt autohit" come up as a suggestion. It already is.
  21. Supporting this: this was also the explicit tradeoff talked about to get better endurance reduction slotting in the power in earlier feedback threads - it started off at 6.25% with 3.75% ranged defense. It seems a bit counterintuitive to me to then complain that it offers less recharge than another set with worse enhancement values and try to push the set bonus later to get more strength on it. I think it's fine at 5%, which I stated in the first feedback thread, although as I said earlier here I'd rather have the S/L (/M) defense than AoE (/F/C), but I like the E/N resistance idea as well.
  22. And could be used for Earth, Electricity, and Energy Assault, which is why people usually refer to them as earth, elec, and energy; there's also ElA (Electricity Assault or Electric Armor) and a variety of other abbreviations that are taken from context - I doubt people are going to think that an EA/DP Defender is using Energy Aura.
  23. I like the E/N resistance idea, but think that I would rather have the S/L defense referenced here: You could build for typed defense without having to throw slots into powers you'll never use (for Kinetic Combat) since S/L defense would be just as useful for most attacks, and for sets that perform best while in melee range (Kinetics, for example) it will help more than ranged defense.
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