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WindDemon21
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Everything posted by WindDemon21
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Popping in more on the mind control changes. Telekinesis still definitely needs a recharge reduction so it can be used every mob, especially since the recharge doesn't start until the power toggles off. I don't suppose the range of the repel could be separate from the range of activating the power so the repel doesn't happen until maybe like 20 feet not 50? This way it's not pushing them away from you when you're just trying to get closer to the mob or position around them unless you actually want them moved then you just go closer. On updates to mind control too you still need to move Dominate to tier 2 and same with the gravity distortion in grav. Lift having the same animation also needs the 1.03s cast not 1.87s. Edit: Just saw the patch notes for today, 90s is still too long on telekinesis since the timer doesn't start counting down until after the power is toggled off. I'd say 60s would the bare minimum needed for the power to function properly each mob, but 45s would be more appropriate.
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The tri-cannon is still pretty trash as well. Could we please get a fix for it soon. The taunt usually hurts more than it helps cause it splits the mob apart cause he doesn't go in melee. The one attack it has struggles a lot too where it still could use another attack like a mini-full auto cone or even just another ST attack like burst or something. I'd much rather it have those than to have it have a taunt aura which usually ends up hurting more than it helps.
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So this was an issue when they revamped FF as it was, but with the terrible loss of force bubble, mainly cause it had the radius, repulsion fields radius makes it far less usable with the insane mag on the repel it has. Please lower the repel and add the proper big slow to damping bubble so we can use the powers to push mobs how we want them. Repulsion field should be more usable but that mag makes it a must skip pretty much, and damping bubble while having some nice stuff most of it is too weak, but would really elevate the set to have a big -speed/jump/fly/maxrun speed and set FF in a really good spot. (of course adding proccing absorb to it would be really good too)
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You'll DEFINITELY need it until they fix pendulum UGHHH. It STILL has almost DOUBLE the end/rech that it should have for the new nerfed damage that it has. It's recharge is 15 and end is 14.35. It has the same 2s cast time, and does just 9% more damage than slice on broadsword does, which is on an 8s recharge and 8.53 end and still hits the same 5 targets. They really still need to fix this power as it's just ruining the set from being pretty much perfect, especially on endurance. Its cone before had no problems hitting the 5 targets, but they had to make it taoe so it wasn't un-synergistic with axe cyclone, but the power basically still works the same. Given the set synergy and *slight* bit more ease of use I could see having maybe a little more end/rech, closer to maybe 10 end and recharge, but definitely not the 15 end/rech that it has now. It's really bad 😕 and they need to fix it asap. It's aggravating me to no end that they haven't fixed this yet, or even that they let it go live with such terrible stats as is either. They need to fix this ASAP.
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If going that type of route I would heavily suggest ice/shield. The heal proc in FA goes further with shield since it won't negate SR's scaling resists and is a REALLY big boost for shield. Shield also gives you shield charge which is really nice with ice melee to help on the alpha strike. It also boosts your damage with a big mob around you with against all odds to help offset the weaker single target damage if you get a few hits off on the hard targets while some enemies are still around you it helps that out a lot. There is also a bonus which made me want to do the combo in the first place even without these synergies in that there is an actual "ice shield" option that looks glorious with the ice swords together. For either, ranged defense is always the toughest thing to get on a melee typed build (they need to fix/add some sets to get more ranged defense on melee/pbaoe attacks, and smash/lethal defense for ranged/ranged aoe attacks grrr), so I would change frosts slotting to a full artillery set for 4.07% more ranged defense, plus as a bonus the set offers 25.6% more range to frost which is REALLY noticable for it, taking it's cone from 10feet to 12.5 feet really lets you hit a bigger mob. It doesn't sound like much but it is the difference between a whole other layer of mob distance (think 5ft per enemy, means you can hit about 50% more targets up to the target cap)
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GiS actually already had the 1.83 second Ice slash animation that domintars currenlty have. The old devs nerfed it to be this dumb slow version, nudevs need to fix it back to that. Frozen fists is also god awful, they need to just make it the .83s brawl animation that charged brawl and energy punch have and just call it frost punch. These two changes would make ice melee about perfect.
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Definitley put the entomb proc in freezing touch. Put the crit proc there as well so you can use it before your aoes to help boost those, and it'll help boost the single target too. While having it in GiS (which still needs it's animation fixed as does frozen fists) would be a slight bit more ST damage, it's way too slow to use before your aoes after build up/gaussians proc. Oh yeah, obviously put gaussians proc in build up. If they ever fix ice patch/slick/nitrogen to properly take slow/kb ios and sets there would be some options in that power decently, but can't right now, just one slot it with the recharge or end reduction. Frozen aura put the call of the sandman heal proc in it. I would put 3 eradications for 3.13% energy/negative defense. Damage, quad, and proc, the cots heal proc, and boost two purples acc/dam/rech and damage proc. Greater ice sword, as mentioned they still need to revert it to the faster ice slash 1.83s animation, but on scraps at least it works with the crit proc. It doens't have much special about it besides having higher base accuracy, but that helps enough to make that the spot where you put 4 kinetic combat, which are atrociously bad on accuracy, (set really needs acc/dam/end 6th piece, and dam/rech should be dam/end grr), but put in the 4 stat IOs of KC, and then put in the other 2 slots the purple damage proc, and another damage proc if you want. But since they nerfed both EA to not really stack anymore, and the global typed defense nerf since you have almost zero fire/cold defense now, It would be good to put a full winter set in it for smash/lethal/fire/cold defense. Likewise, frost is a good place for a full winter set too for 7.5% more fire/cold defense. Split scrappers strike between ice sword and icicles, so 3 of each, and then in the other 3 slots in those two powers put 3 eradications in icicles for 3.13% more e/n defense, and in ice sword put in 3 pulverizing fisticuffs for another 1.25% e/n defense. Make sure you max the recharge on ice sword. It's very important to keep your ST chain more fluid, and you're not putting procs in it, it's basically taking the place of the tier 1, but since frozen fists is so god awful, this is what you do. You can put the power transfer heal proc into energy absorption too for a little more heal. The heal proc in frozen aura, EA, and absorb in freezing touch basicaly equates to about 300% regen so they're very useful with ice armor. Make sure to max the heal/resist stats on icy bastion. You could put a couple of damage procs in chilling embrace if you want but any build i've done i've found that not worth it for the proc rate in toggles.
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That's because it STILL has almost DOUBLE the end/rech that it should have for the new nerfed damage that it has. It's recharge is 15 and end is 14.35. It has the same 2s cast time, and does just 9% more damage than slice on broadsword does, which is on an 8s recharge and 8.53 end and still hits the same 5 targets. They really still need to fix this power as it's just ruining the set from being pretty much perfect, especially on endurance. Its cone before had no problems hitting the 5 targets, but they had to make it taoe so it wasn't un-synergistic with axe cyclone, but the power basically still works the same. Given the set synergy and *slight* bit more ease of use I could see having maybe a little more end/rech, closer to maybe 10 end and recharge, but definitely not the 15 end/rech that it has now. It's really bad 😕 and they need to fix it asap. Edit was cause I hit the enter key too soon and didn't finish typing lol.
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3 Numinas, heal/end, heal/rech, heal. cap the regen stat on it, and 12% bonus regen and 1.88% extra max hp.
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Faster is definitely better. What sucks is is having the aoe damage cut by 2/3 which wasn't compensated in the rest of the melee sets for aoe damage, and only the aoe damage was really needed on the other non-melee ATs so it's far worse there too for not fixing it to be aoe damage focused :/.
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I did, was just referencing that now the set is even more heavily "storm blast powers only constant blasting versus being able to use your other primary/secondary sets which is/was one of storms biggest issues. Also though, could we get sleep grenade put back to the ranged aoe instead of the location slow, unless the slow is brought to quicksand levels, kinda doesn't serve the purpose cause the slow is way too little, and the power worked much better as a targetted power that laid the patch afterwards, especially for the use to bring down flyers. Well aware of the command to cast at the target but there are just far too many inconsistencies with that with terrain bugs. Nitrogen, ice slick, and ice patch also still need to accept slow/kb ios/sets, that would also help, but yeah on sleep nade needs boosted for the slow or otherwise it works better as the targetted aoe that drops the patch.
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Said the person that already admitted their 2 fire controllers were combined with the top 2 meta sets for each AT, kin on trollers, and psi on doms. This effectively makes your point moot. Of course the meta build only worried about damage is ok with the change. It's EVERYONE else that needs/uses it for control that is having the problem with this change.
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Exactly, fire control NEEDS that in it's kit, otherwise it's just aoe stun/hold and nothing extra or special to help control which isn't enough. It's control first, and then the damage was a bonus. The set already has it's damage niche with fire cages/hotfeet (imps need help esp pet level issue), this change is just absolutely deplorable. Edit: Remember, the function of the kb-kd in bonfire was to HELP fire control, well.. control, because it was so bad off before, now it's back to the crapfest it was before. This isn't even warranted in the epics tbh, it just made it actually useful versus the crap options in all the other sets to help control. Please revert it back to page 26 status. (at the VERY LEAST for the primary control sets). Again, the damage is just a bonus, the power is meant first and foremost for control and always has been and should be.
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So just getting this straight, storm brewing, means more chances as you attack more, meaning the already CRAZY amount of spamming of storm powers and ignoring your other power sets that storm already was, is now.. even more heavily leaned into to have to storm blast only to make it work and ignore your other primary/secondary set?...
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Right but that's also part of it using it to help larger areas of the battle etc, so some do "rely" on it, flashfire, then cast bonfire so there is some control when it wears off, saving cinders for "oh crap" moments. Point again that this never should have happened, even in the epics, but at the very least not in the primary control sets. You also just mentioned the two top tier combos with fire control, so already using the meta builds with it doesn't really allow for understanding of other worse combos and how they play. So it is actually a very big nerf to actual control for the control set. The power also heavily needed the cast time reduced to the 1.67 version that neutron bomb had. Rest assured I'll never pick up bonfire in the epic ever again as well with these. Quicksand too, it didn't need the nerf, almost never saw anyone who actually ever picked it up in the epics, i'd imagine that'll be almost never now, but it still needed the cast reduced to 1s per it's animation as well, not 3 :/.
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Fire Control > Bonfire: Knockdown rate has been reduced while using KB2KD enhancements. Pulse rate doubled. Pulse rate doubled. Damage now requires a to-hit check. Power now accepts Accuracy enhancements. Thunder Strike consistency pass (All versions): Recharge increased from 18s to 20s. Radius increased from 7' to 10'. Endurance cost increased from 10.192 to 18.512. Cast time reduced from 3.3s to 2.53s. Main target damage increased from scale 2.38 to scale 2.98. Secondary target damage set to scale 0.42. Epic versions of this power has 40s cooldown and 23.14 endurance cost Ughh really went live with these? On the bonfire again, as bad as it was in the epics, this really should have been left alone in the primary versions of the power at least :/, it's not doing crap for knockdown now which is extra bad for the control set which pretty much relied on that.
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Focused Feedback: Epic / Ancillary Power Pools
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Could we get laser beam eyes bumped up a little too. Take it to 12s recharge with bumped up damage to match. Always felt too slow/weak for its cast time. -
Focused Feedback: Arsenal Assault
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
If only smoke cannister applied -kb to the mobs themselves, (and not just the confused ones strengh) Lord would that help boost arsenal control and help it to pair better with arse assault too XD -
Focused Feedback: Arsenal Control
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Still seems that the slow on the aoe sleep's slow should be bumped up some to help keep in the patches. But also big thing, is fix nitrogen/ice slick/patch to accept slow/kb enhancements/sets. Kb for those who want to make the power a pseudo-wall, and slow sets for obvious reasons to keep enemies in it better. This would be a key power for the ice mistral set. (especially if the procs could be coded on the KD damage the power does so that procs would actually work on a power like this?) And yeah the pet is still really lackluster. Didn't see any comment on it's taunt being bugged to only 2 targets instead of 4 as well, but it needs to go into melee so it doesn't split up the mobs, and have another attack/aoe as well. Also regarding smoke cannister, has anyone tested the purple contagious confusion proc? That's one of the main powers that really helps boost confuse powers, but I imagine the coding of the confuse happening on hit may make procs in general just not work on this power as seems to be the case with many new homecoming powers (they're clearly trying to avoid making procs useful on a lot of new stuff like chain powers). Tried testing myself, hard to tell with this power and that proc, but tried the psy damage proc from the troller ato and didn't see it happen once 😕 so doublt you'd get much from the CC proc. Yet another new power that won't proc :/. Definitely going to push the power to feeling like it should be 45s duration at least, 60s rech would make enough sense as well IMO with how janky the confuse works since it's also more of a debuff power than consistent control like a regular aoe control is. This would be totally valid. (likewise on the rech for nitrogen/ice slick/earthquake would make enough sense at 60s as well as soft control versus their 90s rech aoe stun counterparts that do full lockdown) -
Focused Feedback: Arsenal Control
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Symphony can, though that set has its own slew of problems starting with that power too lol. Also, a short duration -damage on a 4 minute low base acc aoe hold isn't going to do much of anything, hence where it should be in the aoe sleep power. But yeah on to that, it would be better on teams, but it should also work enough on its own within the set for any combination of power sets to go with it. Having it just proc on its own like static field only confuse would eliminate all the issues with how it works right now. -
Focused Feedback: Epic / Ancillary Power Pools
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Stone melee too, I was just nudged .03 inches off the ground from a mob and i couldn't use fault/tremor. It was atrocious. There should be like a 6-10ft leeway to using "ground" powers. -
Focused Feedback: Various Power Updates
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
It does vastly. It's one reason i often see "storm" in the name of someone on LFG and i avoid that by how much it keeps mobs TOO spread out tbh versus the damage it puts out. Like I said, storm has a LOT of drawbacks with its powers and the set as a whole, so it should balance around that which it's not currently. So many posts of "I liked it when cell was more spammy" just going way way back to my original statement of making all powers proc cell 100%, change intensify to a long duration perma-able to hit buff like 4m rech/2m duration like rage but without the damage boost component to compensate with no crash so that it'd transfer to cell/c5, lower chain to 10-12 end/rech, and then tune cell from there.