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WindDemon21

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Everything posted by WindDemon21

  1. I also remembered my dream i had, that i LITERALLY thought was changed on beta and then changed back, cause cloudburst didn't have that dumb whirly-water animation, it had the same animation as chain lightning, the quick one handed flick, and the cloud would instantly appear over the enemies head, it was awesome, but GOD is it's current "get to the target" slow, and that animation sucks. Also, for it to literally not have ANY secondary effect too unless there is storm cell is also total BS, same with gust, they should still have an effect that should just be stronger in storm cell, not nothing at all. God how did the devs f* up this set so badly ugh.
  2. Seriously for how it works, and it's use, if they don't make it a standard ranged aoe, and keep it's chain/damage nature, they it REALLY should have like a .5s cast time, like 10 second recharge, and cost like 8 end, cause for it's current damage and how it works where it can completely miss a mob (or starts chaining in one direction completely missing a whole half of the mob even though they were literally like 2ft from the target I attacked as I just witnessed), this is a HUGE issue and one of the main reasons why storm is so subpar on aoe. Edit: Like it would be SO dumb for them to ignore how poor storm cell works too, but they can NOT justify how terrible chain lightning is, this needs fixed asap.
  3. Ugh I swear if chain misses an entire mob again cause it misses the first target, or misses most of it cause it misses the second etc, it wouldn't be as bad if it ACTUALLY had better recharge, end, and damage stats, but it literally has WORSE than any other ranged aoe power's stats it's SO DUMB. Seriously devs just make it a regular ranged aoe...
  4. You also don't need TJ at all with powerboosted farsight and a good build either, especially with storm. It's a great combo, honestly i'd probably say the best to pair with storm, and thematically it make sense if you think about all the storms around any type of time travel mechanic.
  5. I know that was intentional, though EXTREMELY stupid since the only reason it needs stacked is to hold bosses yet cryo ammo does that in the first shot anyway so that point is moot, but was referring to how royally screwed the power gets in standard ammo (which should be just as valid to use as the other ammo types) because it both got hits duration nerfed, AND it's procability, and doesn't have any damage to compensate, especially since it's only a stun too, the power should have the same upped damage that cold/fire ammo's got, heck probably even MORE damage than they got since it's only a stun.
  6. And end cost should be next to nothing since the power doesn't really do anything on its own anyway, your powers costing end does. Among MANY other issues with the powers proccing/damage/acc etc. Esp that lockout should be removed on this and c5 especially given their target caps anyway and unreliability. On a big mob the scaling down damage of the subsequent strikes usually gets wasted in the other aoe volleys, so this power SHOULD shine more on small mobs like when there are a few bosses and lt/s left, but due to the dumb lockout it doesn't even get that benefit. Chain also TERRIBLY needs fixed, having the literal longest recharge, highest end cost, lowest damage, and ability to miss a whole mob entirely if you miss the first target, and hardly procs worth anything compared to any other standard ranged aoe attack, and has a basically zero secondary effect as well. Its REALLY bad, and needs fixed. These two powers are without question the main reason storm lags behind on big/small mobs and needs addressed. (c5 too but that's mixed and i don't mind it not being FULL on nuke but should do more than it does and rech faster than normal nukes IMO)
  7. So on top of how chemical ammo should have the same damage as well, somehow I missed, or it was missed, that standard ammo didn't get the damage boost. Especially cause it's only a stun which is less valuable than a hold anyway, but it also still has its stun duration nerfed too, so it essentially does practically nothing in standard ammo. Please fix this to up the damage in standard ammo (and chemical) to equal the cold/fire boost that this power got. Cause especially this power is terrible in standard ammo, being a short duration stun that you have to slot spam for it to do anything, and it won't even deal hardly any damage either and you can't put procs in it!? Come on devs, you can do better than that. (same for chem ammo, no reason this power should have less damage when the ice version will hold bosses outright as is anyway)
  8. That was my thought as well. I'd rather the lockout removed to see more lighting strikes more often even if they are weaker. Though mechanically, if the powers all had 100% chance to proc the lighting (which they should given current stats/mechanics), then the lockout can be better to let you use your other powers during the lockout to not lose proc time. It's also dumb that this and chain lighting are weaker damage on the successive chains too. Make enough sense? sure, but necessary and not be fine with the same damage for all targets hit? No. (which this is also EXTRA bad on chain for an aoe you're expecting to do what it SHOULD do).
  9. That's what I did too, on Corruptors, and for that defender ATO set too that has 10% rech with 3. Then in 2 other slots I did I think 2 winters to shore up the acc/dam/rech values so it actually hits +3s and well, as much as it can against +4s since 1.15% just simply isn't enough :/. But that's the best way for it yeah, most builds at least. Then the other 3, acc/dam, quad, and absorb, or heal/end proc, into direct strike, along with 2 power transfers quad and heal proc, and a pshfiter proc. Again, that is dependent if the build needs those heal/end procs, if not, can finish the slotting with 3 other things couple purples, etc.
  10. It makes a HUGE difference, precisely for one of the main issues of the power in that for most combos, slotting for accuracy is the ONLY way most can make it hit against higher level enemies. 1.15% is still not enough tbh except for very few combos, and mostly only def/corrs can do it. They did mention your attacks dont have to hit, for the procs to fire off, but that is usually less of the issue than storm cells proccing itself, damage, how many it hits, the DUMB lockout etc. The power is still piss poor. For cell itself, you basically have to slot it like a normal attack, higher on accuracy than most, and procs that effect the enemies such as damage procs are basically non-existent. The only procs of value, really are the FF proc, and maybe the pshifter proc which only happen upon casting, to help reclaim some end/rech when casting it. (another issue of cell, is that it SHOULD have a super low end cost, like 2 end, cause it doesn't really do much of anything until you actually use your own attacks, but instead they didn't even fix that before pushing this set to live, and still is fairly hefty 15end cost having to use BEFORE even starting every fight... *sigh*
  11. Like the more I test/play with it, the more i'm getting to a 2nd alt of storm blast that is about to be shelved, its just really bad. Which really sucks for how excited I was for the set and how nice it looks ughhh. Guess I'll HAVE to make a sentinel and try to enjoy that cause there is about no other way to enjoy the sets performance otherwise. Put into perspective, on a big mob, it's literally damage-wise about as effective as voltaic sentinel choosing random targets, but against a small mob or single target, it's actually way worse due to the lockouts and chances to hit. On top of that, due to how jet stream works, you can't even just "save it for a big mob" because without it, jet stream doesn't work due to the repel, and chain lightning is so piss poor for damage. This power which is the crux of the set, REALLLLLY needs fixed ugh, cause the set is just crap right now.
  12. Against 2 minnions just now, storm cell hit them once, for 8 damage at level 23 where jet stream did about 22 for the same damage slotting. Like I said, the lockout really should just be removed altogether, but even that with the 100% proc rate would about put it in line with rain powers since it also only hits 5 targets. Even on a big mob testing now I was getting about 2 strikes per attack used, which is really bad, figure out its a little more than a rain per target, but that logic ONLY works if it has more value when the mobs are smaller like a couple of bosses left, but due to the lockouts it's not even really better then. The power is really just screwed 5 ways to sunday in any scenario.
  13. I mean i'm gauging that, but even looking at the numbers it's doing plus the actual lighting strikes it seems pretty clear, especially on smaller mobs where the lockout is hitting worse. Like on a small 5 enemy mob especially (where normally this type of power should shine more than a rain or other aoe) it's actually worse and i'm getting maybe 2 lightning strikes off direct strike/cloud/jet/chain, often less, and the damage is only doing about half of what jet stream does itself. This is really bad even again at a 100% proc rate.
  14. I wanted to laugh react to this but wanted the more oomph of the thumbs up lol. But yeah, it has to be one of the main things people wanted, and it's visually stunning, but it is just lacking in literally every aspect compared to any other blast set except kinda control. Which i'm fine offsetting SOME damage for that, but the nuke, storm cell and the lockouts, end cost, base damage, CHAIN LIGHTNING, etc, it just has too many drawbacks to do nothing but blast. Again easily the proc rate on all attacks should be 100% to proc cell/c5 and then it'd start to be in line, and the lockouts would then be fine because the lighting only hits 5 targets at a time so can hit other targets with your next attack. Again, even if every proc hit every target in the mob, it's still not really even doing more than any standard rain power. Then, the lockouts could actually mean more too then because that WOULD be guaranteed time you know a proc won't happen, letting you USE your non-storm powers in the meantime without losing proc damage of using your storm powers. Again on intensify too, needing to be long duration to last through the cell and C5.
  15. TBH especially with the lockouts, the proc rate when you use attacks should already be 100% chance for all for storm cell to actually start making it's damage worth it, and intensify changed to a long duration to hit/damage buff like rage. That's about the only way I'm seeing the set to be worth its setup time, end cost, and low damage and help the acc issues on cell/c5 as well which still other sets don't have to deal with in the same fashion.
  16. The more I play it on teams the more I agree. I'm not even talking about fast moving teams either. But the way that you have to cast storm cell just to START the fight every time is already getting tiresome just to HAVE to do so with the way that jet stream works to change the repel down to KD. And even then, I'm hardly seeing anywhere near enough of the strikes from storm cell for it to be worth even and extra single target damage let alone an aoe. And that's not even getting to the end cost of having to cast it every time, and the loss of cast time mob to mob gets really old for hardly having any effect happen from it through the course of the fight. On test I was only really able solo so testing just one instance of a mob at a time, stopping to check findings etc. In real play this set is so horrible versus other blast sets it's laughable. Really a let-down for how awesome the set should be. Sure it's visual, but just UGH. It really only works when you're literally going straight into blasting and not bothering with your whole other pri/sec set. Ie, pretty much only on sentinels with toggle/auto's on. And even when you CAN focus on primarily just using the storm blast only powers, the set is still very sub-par on damage. It was clearly built around JUST the focus on the set itself, without any concept that players have another pri/sec set to play as well.
  17. Laser focused, no, tbh i never do a procced out build focusing on them but they SHOULD still work for a power at a reasonable rate. The bigger point though, was that is just another thing that is terrible about the power, in addition to missing a full aoe as is (why most chains have better end/damage/rech values than a standard aoe, but this one has the OPPOSITE), it also has less damage than a standard aoe, a longer recharge than a standard aoe, and a higher end cost than a standard aoe. The power is literally the worst in every single regard than if they'd just make it a regular aoe. Hence if they're keeping the chain, it really should have a shorter recharge/higher damage/less end cost than similar aoe powers.
  18. Right, but like half of the blaster sets offer that too and also do more damage. Now not knocking storm wholly as it does offer some CC and debuff, but chain lightning is specifically a power in the set where most of the issues on storm come from based on its stats and proc chances. Literally everything about the power is lower than any other regular aoe out there. Damage, recharge, end cost, proc chances both self and enemy affecting, secondary effect too even is weaker by far than anything else. Besides looking cool, the *barely* only other thing this power has over others is *sometimes* it's chaining can reach a tiny bit further, but that also often means its chains around and misses targets too. But otherwise yeah, literally every stat about this power is behind from any other standard aoe. Would much rather it just work like a regular ranged aoe than this dumb chain. Edit: Oh also forgot to mention that as a chain (which it should get chain stats, not taoe stats) if you miss the initial target, it also misses the whole mob too. This power is horrid outside of just "looking cool"
  19. The odd thing too, is how it even procs crappy on the enemies. The chaining makes it proc extra bad for self procs, but it *should* really do the opposite on the enemies and proc enemy procs even better, but somehow they seemed to have purposely messed up the power to add the total area for EACH individual proc to make it chances craptastic. It really does get screwed out of procs on both ends. It should really just be a regular ranged aoe that "spread" just in it's animation, kind of like the sentinel refractor beam does. It looks like it chains, but it still simply works as a regular ranged aoe. At least then procs on both enemy and self would proc properly, and the damage would be evened out among all hit, not just more on the single target. Also per regular aoes, which also have even shorter recharges too and the same target caps, they do about 75 damage at 50 on a corr to ALL enemies hit. Chain, does 85 to the first target, so barely more, but then 80% of that to nearby, and only 60% of that to the next in line, so outside of that it's also only doing about 90% or less damage to 15 our of the 16 targets, with that longer recharge too. I know the set works around storm cell and cat5 too, but those powers also, could just be a simple aoe that you could get far more aoe out of as well, and even as it's secondary effect too, is weaker and less valuable thank pretty much any other aoe as well. So even if cell for example was just a regular rain, with lets says some knockdown, and if chain had some, but worked like a normal aoe, the set would be much better off even. If cell wants to work how it does i'm fine with that, but chain should really be looked at to it's damage since it also can't proc in pretty much any useful fashion, and the secondary effect (i'm even going elec aff on my one) the drain is so low to all but the single target it does practically nothing also. The set would be much better off if it was just a plain normal ranged aoe, not the weird chain. I was literally about to post this as you just posted that lol. But what I was getting at, is ESPECIALLY since it can't even proc well, the power itself is WAY understatted, as the damage outside from the initial hit (and barely is over most) is WEAKER than most normal aoes of other sets, has a near useless secondary effect because the values are too low, and even has a longer recharge than others to boot. If the power is going to remain to work exactly as it does, it needs a damage boost (or that damage evened to be the same damage to all that are hit), and it should have a shorter recharge than most similar aoes too, definitely not longer, and should have less end cost than most as well since it does less damage itself too.
  20. Except those procs all lockout too so getting more recharge and spamming is also not really helping that much.
  21. 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!
  22. 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.
  23. 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)
  24. 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).
  25. 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)
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