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WindDemon21

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Everything posted by WindDemon21

  1. Between that, storm cell, and the nuke it's literally like the set was designed to be terrible with procs on purpose... Was hoping chain would work at least but no the set is just screwed. Edit: I'd much rather have this be a standard aoe even with a wider radius so the damage would be consistent and proc chances would at least be useful. Ugh!
  2. I can sew this too which is why I more-so suggest a wider radius cloak of fear instead but it would have to be mag 3 or would be kinda pointless since blasters should be decimating minions easily anyway. But I'll go to the most obvious choice is just having cloak of darkness stealth toggle with sustain like the /dev sustain.
  3. I'd like to point out something that I didn't see discussed in beta and didn't notice/wasn't paying attention to when testing: So far for testing that chain lightning does not seem to be proccing properly most likely due to it's dumb chain nature. Even with that enemy procs should work but hardly ever seem to, but especially the heal/end procs from the end mod sets are not properly getting the more chances to proc on bigger mobs that any other normal power would. Was hoping to use that to at least steadily proc the pshifter to help the end on the set, but sadly its only getting the chance to go off on the first target, but also seems to get less proc chances based on the "radius" etc formula, even though it's not getting the extra chances per target hit. So it's getting doubly screwed in the proc department for that since most procs enemy or self inflicting, do not seem to work in the power effectively. For instance with only the recharge from the winter Immob proc (basic), 3 mobs of those 10ish minnions, and it only immobilized 3 of them. So a 1/20 proc rate on a 18ish second recharging "aoe"? I was on level 20 so the rech value was even really low. Tried with Ball lightning for the heal proc, 16s rech base, with 60% rech slotted, hitting mobs of 10 in PP, it went off 8/10 times. In Chain lightning, which has even a 20s base recharge, and I don't even have any recharge in it, it only hit 7/10. Now that seems close, but you have to also figure that it's got a large recharge time, and is currently unenhanced too. So with same slotting that 7/10 would likely be down closer to the 4/10 only about half as much as it would in ball lightning. Because it's a chain as well, it has to rely on the first target hitting which other normal aoes don't have to worry about, yet it still takes ranged aoe sets so can't even benefit from slotting the ranged damage sets and procs too. It also has most of the damage to the first target, and does less on the additional ones, so beside the main target, it's only about half as much damage as a similar-aoe power which is why also it feels so extra anemic when storm cell isn't up/in place which that was noted in testing, but this is likely the main reason why that felt like that. It also doesn't get the benefit of the smaller end cost that other chain powers generally seem to have. This could also account for the damage-to end issues that come up when stating on the larger end cost of the set, besides casting storm cell, this is likely the other main reason why end seems a bit worse on storm. If anyone has any further testing please let me/us know, but this power is terrible to proc with and damage is seeming lackluster as well. When I tested on beta I was mostly testing on small one person mobs so didn't notice these issues, (and wasn't looking at the chain damage assuming it would be the same as a regular aoe but it's not). At this rate I'd rather it just be a standard ranged aoe that could keep the same chaining animation, but would eminate from the center target only, not chain so the damage and proccing would be in line with other aoe powers (ie not worse at both)
  4. I wanted to point out so far for testing that chain lightning does not seem to be proccing properly most likely due to it's dumb chain nature. even with that enemy procs should work but hardly ever seem to, but especially the heal/end procs from the end mod sets are not properly getting the more chances to proc on bigger mobs that any other normal power would. Was hoping to use that to at least steadily proc the pshifter to help the end on the set, but sadly its only getting the chance to go off on the first target, but also seems to get less proc chances based on the "radius" etc formula, even though it's not getting the extra chances per target hit. So it's getting doubly screwed in the proc department for that. For instance with only the recharge from the winter Immob proc (basic), 3 mobs of those 10ish minnions, and it only immobilized 3 of them. So a 1/20 proc rate on a 18ish second recharging "aoe"? I was on level 20 so the rech value was even really low. Tried with Ball lightning for the heal proc, 16s rech base, with 60% rech slotted, hitting mobs of 10 in PP, it went off 8/10 times. In Chain lightning, which has even a 20s base recharge, and I don't even have any recharge in it, it only hit 7/10. Now that seems close, but you have to also figure that it's got a large recharge time, and is currently unenhanced too. So with same slotting that 7/10 would likely be down closer to the 4/10 only about half as much as it would in ball lightning. Because it's a chain as well, it has to rely on the first target hitting which other normal aoes don't have to worry about, yet it still takes ranged aoe sets so can't even benefit from slotting the ranged damage sets and procs too. It also has most of the damage to the first target, and does less on the additional ones, so beside the main target, it's only about half as much damage as a similar-aoe power. I wish this power would just be a normal ranged aoe attack :/. If anyone has any further testing please let me/us know, but this power is terrible to proc with and damage is seeming lackluster as well. When I tested on beta I was mostly testing on small one person mobs so didn't notice these issues, (and wasn't looking at the chain damage assuming it would be the same as a regular aoe but it's not).
  5. If instead of that, what they could do, is merge both dark regeneration from melee dark armor, and dark sustenance I think it's called from sentinels. Then be similar between dark regen and drain psyche. Where you cast it as an aoe, you'll get some heal/end off targets, but also have a lasting sustain buff. So like, drain psyche with an upfront heal/endurance pop, and then a weaker regen/recovery over the duration (shorter recharge like 1 minute versus 2)
  6. That you HAVE to use where most others are toggles and just always on. Those that aren't toggles, by and large also don't need an enemy to fire it off at least.
  7. It wouldn't be advisable either. Maybe the one with the fire proc in time bomb is fine but you definitely need/want the kd-kd and the ff proc in trip mine. Edit: thinking about it too, you'd want the full winter set in time bomb if going for bonuses as well. As per being allowed to use on of the first two attacks in the primary, the tier 2 plus toxic webnade and taser make up a fairly decent enough ST chain too, would still suggest shatter since shatter is one of the best tier 2 DPA, plus using it will create shockwaves which will help you survive even better too. However thinking about the fix to gloom finally, that IS the best tier 2 dpa, so that would work well as your "only primary" attack too. But if you wanted to stay a little more on theme as well, AR fixing slug is also one of your best options having decent damage now, but also you can put a FF proc in that too to help recharge your other stuff. Shatter can allow for an achilles proc though so can help our your ST DPS more though as well. So I'd say as to which primary to choose, to go either seismic or AR. Not sure how you feel about storm blast's storm cell too, cause it's kinda not an attack on it's own. But if you would allow that into this test build, that would allow a good bit more damage and debuff to help out the /devices so that could be a consideration as well. Plus, going with hailstones which can also take a FF proc, that would extend the help on this build a good bit. I guess I would need to know the answer to these to pick which primary to go with between AR, seismic, or storm before doing the build, especially if storm cell is allowed.
  8. Ok so we CAN slot them hmm. Thinking shatter from Seismic then since it not only has the best dpa for a Tier 2 but those Shockwaves can help a bit too. I'm assuming pool and epic attacks are allowed cause just / devices won't give you enough to do lol
  9. With the exception of: meaning you have to take it, but won't slot/use it or can you still use it/slot it but that's the only power from the primary? Can that include tier 2s instead as well since you can pick from either?
  10. Or they just wanted it out there but will be a patch next week to fix issues? I'm fine with that as long as it's not "that's it, it's out, we're done with it"
  11. Right, that was my thought as well. I just hate lockouts in general. The only point where it "feels" ok to do this is if the damage is up enough with the lockouts so that it's more "oh they're locked out may as well use my secondary till the lockout is over" but you're right currently it feels like a lose lose damage wise to do anything but. I'd almost more like to see storm cell as a self toggle that would just proc the effects when you use your attacks, and maybe have an "initial burst" like how targeting drone does more damage out of combat first, and then like a fury kind of bar where the procs happen more and more as you use your powers kind of like an actual storm intensifying (this could even be how intensify changes to instead be a toggle?) I think this would work a lot better than the patch anywho but I'm sure far too far in development to change this.
  12. I never said it was the only way, I said it was part of something that helps. As does tactics (which end game stuff lots of teammates will have tactics as well to help YOU hit, but they will not help these pseudopets hit). As does even just aim and build up which won't help for more than 6-8 seconds on it. Other powers and combos CAN do so because there are other abilities that help you. None of which as mentioned will really carry over to these pseudopets. Going back to the main statement, having a higher base acc on these powers is NOT going to change anything to OP them, but just help them compete in line with other blast sets, but not increasing the base accuracy is most definitely going to hurt most storm combos. And I really don't want to feel straddled to having to pair storm with those few combos that offer enough help on that front to make a difference to hit what every other blast set can do.
  13. I mean beyond what you can slot, obviously SLOTTING accuracy into the power will help it hit, but it's not enough since for most combos that is the only source of helping the power you can do. Players with 1.0 base hit all the time, BECAUSE they have bonuses, tactics, kismet unique, aim, build up, and other stuff. NONE of which will be able to help these two powers because they are long duration pseudopets and most sets don't have access to anything that can help those out in the long run for each. You are VERY much missing that point that set bonuses, kismet, tactics and such, won't carry over to these two powers, so they for most combos ONLY have their base acc+slotting.
  14. I mean, that's not true as we've already discussed. 1.1 is enough for up to about +2s maybe but beyond that you have to slot a lot of accuracy for it to hit higher, and won't help any bit with enemies with defenses. Plus the main issue too where they can't really benefit from most combos who don't have a long duration to hit since they're pseudopets. It's definitely going to be noticeable when fighting +3s and 4s, and as a result will also mean you're going to have to get a ton more accuracy slotted than most other builds/powers have to deal with exhausting the slot issue even more on them. 1.1 is definitely not enough for these two powers. Really hoping this is upped before this hits live.
  15. The cone angle DEFINITELY needed an increase, but I'd also say this increase is too big for the 80ft radius as well. Especially on blasters if used after a snipe it'll quite often pull mobs you don't want it to with it's current size, and it also hurts procs on it as well. The cone would serve much better at a 60 degree/60ft cone or so. If you still have trouble hitting 10 targets of the mob at that rate you're doing something wrong lol, but will help from aggroing mobs you don't want it to, plus lines it closer to buckshot/FT's cone while still giving it more area. On non-blasters too there are still also range bonuses, slotting etc if you want the range more than 60ft of course. Edit: Or even still the 90 degree cone to match FT, but should still have it's range reduced to 60ft or there is going to be a lot of unwanted mob aggros. I've had this happen with the same range on umbral torrent on dark blast many times and I know what i'm doing with it. I knew it would possibly hit and aggro them but at least I was aware of it but that's only a 30degree cone too even. A lot of people aren't going to understand the cone of this size and this is going to cause problems it doesn't need to. 90degrees is great, but 80ft is too long at that angle.
  16. This just says "adjsutments" but doesn't state which way, should we assume that since you can no longer enhance these stats that their base values would be bigger than prior?
  17. That's possible. I know they said that the lockout was target specific though so it may not seem like it on cell cause there are technically two procs. Maybe that's why the procs were split at all?
  18. Just responding to this as a point of clarity only, that the devs have stated that the lockout is actually a strict 5 seconds every time it doesn't waver.
  19. It already IS a broken uber mess how it is. We're trying to suggest ways that that part can be fixed and work. Damage io sets include accuracy which should affect the whole power. And yes, as the power is basically immune to all but a few things to help it hit, it should be able to hit +4s if you fully slot it for accuracy since this the sets only option. This is also basic +4s not counting those who have any defense power to make then harder to hit on a random proc. You act as if hitting targets on a random proc is going to break the game or negatively impact the set, when every other set/power has other means through slotting, kismet, tactics etc to achieve this.
  20. They wouldn't have been hidden if they had constructive feedback. And since you clearly werent listening and missed it, set bonuses do not carry over to cell and c5, so the only accuracy it gets on most combos is its own base plus enhancements. There is also a ton of content in the late game where teams will fight +3s and +4s that isn't farming.
  21. They already have as they deleted all the unnecessary posts. Ok what specifically are you not in favor of? Youre against increasing the accuracy of cell/c5? Reducing the end cost on cell? State what, state why, provide numbers. Don't just say "most are not in favor" when we haven't seen any specifics to what you're saying. Also if they're hidden, then how do you know what the "vast majority" is thinking?
  22. Yup, it wouldn't be anywhere near as huge as axe cyclone, it would be the slower pull like sing cause it's more the continual pull in if the wind doing it. axe cyclones pull in would be NUTS in it though could you imagine? lol
  23. I'd actually say the reverse. Because of how the power acts, it has to rely on itself for accuracy. It may seem like extra good at low levels, but you have to remember, at low levels you also don't have a ton of recharge, and endurance is a much bigger issue as well. So because the procs rely on you attacking, the power also isn't going to do as much in the early levels as well. But that 1.4 base accuracy is HUGELY needed in the later levels to hit +3s/4s (1.4 actually wont be able to even hit the full 95% cap even with 95% acc slotting against +4s on it's own)
  24. This sounds like a coding nightmare, but how cool would it be of the lightning strikes of the storm cell and cat5 had some end go back to it and hold it like it getting charged up, and when you went into the storm cell that would transfer to you? Or It could even make it disperse end around the shocked targets kind of like how static field does when it procs, that coding already exists. Not that I think it's needed versus reducing end on cell/etc but it definitely would be cool lol. Just brainSTORMING lol.
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