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WindDemon21

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Everything posted by WindDemon21

  1. 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.
  2. 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.
  3. 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
  4. 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?
  5. 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"
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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?
  12. 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?
  13. 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.
  14. 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.
  15. 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.
  16. 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?
  17. 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
  18. 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)
  19. 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.
  20. I thought this too so upped the graphics and saw that it did move but it was SOOOOOOOOO slow that it pretty much doesn't move. Like it moves at slower than the rate of NPCs walking around in talos..
  21. It's worth noting if it helps you figure how to do it, based on my observations with the singularity, when enemies are in the duration of being knocked down or back, the pull in does not seem to work until they are standing on their feet again. So if you left the knock how it is, and just added the pull-in it would kind of do what you're trying to achieve on its own IIRC. Edit: and again once more the acc on Cell and c5 should be about 1.4x base per reasons above, end cost reduced on cell, and the set IO issue needs fixed on both even if that's just adding the 1% of the other procs for now. Those are the current main issues. Also the visibility issue on storm cell/c5. Maybe the "ring" around at least c5 could be floating debris like how singularity collects leaves.
  22. Ah right, I had bracketed storm cell to get it's unenhanced values and thought I was looking at that when took that screenshot. I thought that 1.68 sounded like an odd number but i think someone else said 1.64 probably with the same thing happening. The 1.1x sounds odd too cause.. you know, it's too low for a power that has to rely on itself to hit high level enemies due to the nature of how it works. Again 1.4x or 1.5x would be a much more reasonable number especially considering the slot exhaustiveness of the set, and ESPECIALLY considering if the whole set IO acc/dam issue isn't fixed. But even with that fixed, for all the reasons mentioned already it should be about 1.4x base accuracy so it can reliably hit +3s with normal slotting, and even then still can't 95% hit chance against +4s even if you cap out it's 95% accuracy slotting since the power can't really inherent any to hit buffs over the duration with most combos, and it's pretty unreasonable slot-wise for a power to NEED to have it's accuracy stat fully capped in order to hit +3s even.
  23. That was really my whole point. The base damage is what SHOULD be equal. it's the other effects that would vary. Instant mag 4 versus longer duration, or in fire's case less of both but more damage with the DOT. It's already balanced with it having the same damage, so there is no reason that it should have a lower damage scale.
  24. Can we still please get the chem ammo suppressive attack to the same damage. Especially when the ice one instantly holds a boss even if it doens't last as long, thats' usually the reason why you need to stack it anyway.
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