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WindDemon21
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Focused Feedback: Power Level Availability Changes
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Yes thank god! But also, please move the primary tier 3 to be available at level 1 as well. Gravity and Mind control demand it! And some others could use it as well too. -
Focused Feedback: Dominator Illusion Control
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Yes, now please GOD do this for troller version too. Terr should always have been WAY earlier and flash at 26. And aoe disorient for group invis? uh, yes please. EDIT: GRRR keyboard! -
SG mate asked for this combo so I obliged. Here's how I would suggest doing it: Going to be hard pressed to find a better build for it, outside of wanting something specific changed or going mu for the extra aoes/procs. SS Shield ATO Etorrent - Brute (Super Strength).mxd
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It does. Like burn, it carries over the fury and scales down as if you didn't have more generating until the patch dies. If the question was meant does it generate it, it does in combat, but only when it's first placed down, not due to it's pseudopet tics.
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They actually get the EXACT same resists... Brutes just have a higher cap which only comes into play usually with smash/lethal and the elemental type of a specific set. This is one thing that always made me eyeball brutes badly. They should really have resist/defense values in BETWEEN tankers and scrap/stalkers
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Again, note the context,. It's not about, what set you pair with, that would help other pets too. The issue in question IS their base stability, and their lower damage due to their level issue, and only having scorch as their attack. Other pets do FAR more than imps including help controlling, slowing, debuffing etc, and in most cases do more damage too, and are sturdier, better resists/defense, and even mez protection on some.. Ever since what issue 5 when pets could only be one at a time, they've been needing a rework to compensate. Starting with ALL pets in game, should be even level (god esp MMs, but not going there in this thread lol). Since ALL imps do is damage, no control, no debuff, they should at least do more of it, and that just isn't the case in most situations, especailly when all of these are factored in.
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Oh I know how to use and heal/buff them, debuff the mobs etc. Just saying with them only having scorch as an attack and being lower level than other pets means they actually kinda suck. The other pets all get some form of a control, better resists/more hp, and more attacks in general which usually means they can actually do more damage than the imps combined, and they get flung all over super easy as well. They easily need another attack. Flares would make the most sense and finally give them a ranged attack, but I can imagine fire/kin being annoyed. But one combo versus being better for all.. is fine.
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They really end up doing extremely little. They're flimsy as hell, and really need to be given a 2nd attack. Overall, I LOVED when you could have 20 of them, but since the change I find them to actually be one of the worst pets overall now with just scorch only in their attacks. It was also a lot different when you could reduce their recharge, but now yeah...
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As the denial power too, it's slow could/should really get a boost to at least altrops level slow as well.
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Keep in mind too, that it's only mag 3 fear. Really wish (like caltrops but toggle) it was at least mag 4 fear so you could more effectivley use it as the denial power, especially on blasters. But on a controller, you have flashfire anyway to keep min/lts contained so the denail mostly means nothing on a controller/dom.
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@Captain Powerhouse Any input on this, cause if nothing else that sleep toggle, evening the cones, and moving that -damage would just about make the set perfect XD.
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I've thought about that mechanic in general for this game. While it would be fun to have that, it would be HELL if the enemies got a reflect type power. Not sure if the code could allow it either. But with the sleep toggle, that basically fixes most of the issues on symph. It would help protect the pet too, and you, and both have enough ranged stuff. Rest comes down to your support, but for symph itself the sleep being the pbaoe toggle, and the -damage moved to immob/fear would solve most of it, and making the cones the same as the immob cone. Then last I'd say to see is a tiny aoe on the confuse (just confuse portion not damage, and it could/would be much smaller duration too like seeds or possibly even less tbh, just something to help those not-in cone mobs (in this case with the sleep toggle, that also aren't in your melee radius, but also helps to get around corners and such where the cones miss too).
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Except that it is in its current state in those contexts. Especially in the context of those aoes, but even increased to the mob. What they need to do is increase the aoes, but make the bigger debuff the aoe, with half the debuff stackable to the single target. That way it still works as it does now for the hard targets, but the main big debuff can then hit the mob. They also need to change nbreath to a ranged aoe so it can also be used in melee and allow for hold sets. Vgas also is way too late in the set and gets hit by mez way too easily. It would serve much better as a pseudopet that has a fast activation with decent base recharge so you don't have to constantly be in melee for it to be effective. It also has zero self buffs, and that ally rez is honestly kinda out of place in the set. A pbaoe resist/regen buff or toggle would make more sense via emanating "repurposed virus" or something. Poison trap also doesnt do much until its fully slotted and even then just barely. It would be better suited like the traps version, but also should be sooner than tier 8 as well. Even the st mez protection seems particularly out of place to the set as well imo. Would see it repurposed to whatever would go to the tier 8 or 9 slots now, or maybe at least improved as an ally buff and put there to get the others sooner.
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TBH too, I'd be fine with the pbaoe sleep toggle not even having the -damage, and just having that moved to the immobilize/fear, so that you're not tempted to go in melee just for the debuff. and instead maybe adding a -speed to the pbaoe sleep toggle (again not -rech too so you don't want to use it just for the debuff, but the -speed helps to slow them down from getting too close to you before the sleep is applied)
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On the pet again too, I haven't gotten to it, but I know it uses your skills, either the set, or what you actually get I don't know, but I know that means it's like all cones. Cones, which are notoriously bad on pets because they are hard to set up, and even worse on pets you can't command because you can't tell them where to go. Now if the main cones were made to the 60/60 like aria of stasis, this would help the pet out a lot too, but in this regard, having the cone sleep changed to the pbaoe sleep toggle, would also help out even more in the sense that the pet would get it, so where it may not be able to use the cones effectively as well, at least it would have that toggle on to help sleep mobs near it and do more -damage. And on what I was saying about the lack of secondary effects on the powers, that -damage, like sonic's -resist, could honestly even be on all the powers and just a smaller amount. It would make total sense too, and benefit both you wanting it in the cone, and it being in the sleep as a pbaoe toggle. I can say another thing about the big cones and the set, is because of how it does NOT bundle them up well and keeps them spread apart with currently no helpful debuff, it also makes you extra vulnerable because you're getting far more aggro than other sets because you're hitting a big spread out mob, where others can only hit part of the mob. Hence, especially with spamming the cones, especially aria and the fear, it would be helpful to have the -damage be in all of the attacks. Tthe single target ones maybe not as needed, but in the aoes it definitely should. 10% in the immob and 10% in the fear even would suffice mostly, and 10% in the aoe hold for how rarely it's used, and that same 20% in the sleep, since it's now a pbaoe toggle, it would not as often be stacking with the cone'd mobs, so it wouldn't OP it, and the -damage, like the 2 second proc rate on the sleep, could even only last a few seconds so when you leave the mob with the aura, the -damage is already gone as well (as to prevent constant stacking of too much -damage). The -damage that would now be in the cones as well would be flagged to not stack from the same power.
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Traps is great, but it's slow for a while, and definitely needs some updates to the powers to make it more usable mob to mob, and ff gen should be like farday cage so you can cast it each mob cause notoriously lags behind. Poison is just crap, if not for the radius of the actual debuffs alone, and the weakness of them besides the initial target you cast them on. Like anything people will try to defend it, but the set SEVERELY needs the trick arrow treatment. Especially as a beginner, (or even like i said in general) this would be my last suggestion for what to play outside of strictly theme or PVP, but definitely not for PVE.) That said, Trick arrow is the current master of overall debuffing at the moment, can't go wrong with it, and it meshes well with most of the attack sets, especially if they are fire or energy based to light the oil slick. If you want some control too, with the sonic revamp, a ta/sonic is VERY good. I also have an uber ta/elec that drains them really easily (acid arrow makes the drains 40% more effective too), and on top of it, my build has 13 heal procs and a slew of regen bonuses. It's quite entertaining lol. Other sets have a mix of usually buffs and maybe a debuff or two. Dark is notably a big debuffer, but focuses on -to hit, and -resist in tar patch, but it also has other goodies like the cone fear (part of debuff too), good heals, a pet that does them too, and -regen for AVs. It's probably the *easiest* starter set to do. Mesh it with sonic too for more control/-resist. Did one on live it was awesome. Rad is also good for stacking -defense which is the one debuff dark can't do, and you can add more -resist with it via the achilles proc, and it has just generally a lot of good damage and aoe too. I did both dark/sonic and dark/rad on live, and were just awesome.
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Then you know, it's nice, but focused for the power itself versus its initial sleep use it should not be argued upon. And yes i love TA defenders. My ta/elec is just gross, with the drains as well and 13 heal procs lol. But again, not fixing the power because of one combo, that also could still use the -damage anyway if they wanted, versus making it fit into the set better and actually using the sleep factor, is a bad reason to halter progress of the power and set. I would gladly, even on symph/ta, lose the cone debuff of it, for it to play better with other sets, and still be able to use its actual sleep toggle for when they surround you and you cant use your cones,. (Or choose to enter melee to still be able to use the damage debuff after the initial cones if that's your main concern)
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Except you can't even turn them off while you're mezzed, and they're still costing endurance, which is all part of the problem, but wouldn't be as bad if there was a proper suppression time. And again, defensive powers don't have to deal with this at all, and even if there were NO suppression, there are still problems that offensive toggles have that defensive ones don't have to deal with at all like the enemy dying or moving while you're sitting there mezzed for a big one. This also doesn't account that during that time before you get mezzed again, casting the most important debuff toggle can mean you don't get mezzed again in the first place. Easy scenario: Rad defender with slotted RI, casting on a mob, flooring their acc, the next mez misses. Or CC/EA, cast, esp with lockdown proc, holds mob, meaning that enemy that was going to mez you can't. CC even more noticeable, as it only has a 1 second cast time. So that mob, would be held in one second, as opposted to 5. And lets say you're rad blast, no attack you do, is going to save you compared to that. No, but I'm definitely going to point out when things are said that they don't understand or are in fact wrong. Actually, with the update to RI's cast time (which when you play it you can see how this 1-1.5s cast for any toggle should be the norm) It's actually only the 2nd worst. The new main outlier is Nature with EA and SC at just over 5s. (Which also, as bad as it is i always skip it till it's fixed, but lifegiving spores also likely detoggles when mezzed, same as spirit ward, these two powers honestly shouldn't detoggle or even be suppressed)
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I was 100% thinking about that as well when considering what support I wanted to play with it. It should also 100% not be part of the reason for the set to keep it as a cone sleep versus the pbaoe sleep toggle for reasons I've already mentioned. If that was your concern you could still go into melee with the sleep toggle to debuff them with that -damage. But for nearly every other combo, either giving the set a skippable power, or using it for its intended use of sleeping those around you that get too close where your cones can't hit you, it's a no brainer. Also, you must not have played a TA defender yet, PGA is already 50% -damage, so not much further off. I get synergies, and like i said that was one reason I considered TA if I haven't done so many recently, but that should not consider into the actual use of the power for it's main use as a sleep. (which you can still do, you'd just have to decide to melee versus using the cones, or use the cones, then go in melee if your main desire is to synergize the -damage. (and just don't spam the cones, it's a trade-off). That said, one other thing that really seems to lack on symph, is the lack of secondary effects. The really only "effect" is minimal damage on each power, but having an actual debuff on most (like I mentioned for the cone fear, weaker damage than terrify, and no -to hit like fearsome, leaves it far behind, why it should have a shorter recharge and a knockdown to give it more flare) would help the set out a bit more as well.
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Again, until they get close to you, and then you're royally screwed, where every other set has something to combat this. i'm 100% fine with the aoe hold being ranged as long as this sleep toggle becomes a reality. Edit: When I originally mentioned the pbaoe hold, it was before realizing the effectiveness of the sleep changing to that pbaoe toggle. I'd prefer it stay the ranged aoe as long as that change would go through for the ability to use at both ranged or nearby you. The pbaoe nature would be more beneficial if it was the only one, but with that sleep toggle, it would be fine as is. And again, if for your symph/ta that means its the one power you skip, that's fine. Lots of other control sets still consider their aoe sleep the most skippable power. But for MANY other combos, and pretty much ALL doms, this would be a vast improvement to the power and control set.
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Not to mention with yours being TA as well. But to many other combos, and nearly ALL doms, having it as that pbaoe toggle instead of the cone, would GREATLY benefit the set compared to it's current version.
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I could see that asbout the aoe hold, i'd be fine with it as the ranged aoe, provided the sleep being now the pbaoe toggle. If to you, that means its' the one skippable power in the set, then like all sets that's fine as it really should have one. But again, talking from experience, not theory, it's full cones just leaves it far too vulnerable when things get close and not within your cones. The sleep being that pbaoe toggle is the set defining fix to help it out in that regard. The cone version, is next to useless for its actual sleep and easily should be noted for that change.
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Regarding the confuse, the power is also bugged and even 5 stacked isn't confusing some enemies, enemies i've tested with the illusion Deceive which did confuse the same enemy in perez park, level 8 skull boss. Regarding the aoe, it would be small, 10ft radius to help nab those that also get missed around the area of the cone. The damage would only go to the single target however, but the confuse would be the aoe. As it is now, it's seeming like I will be shelving symphony control very shortly until these are hopefully addressed. It's just too limited, and needs some fixes as I've mentioned in this thread. Hopefully this being their new "baby" set, they pay close attention to it as it's just gone live, and also fix this confuse bug when hopefully granting a small radius aoe to the confuse as well.
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Thought also as a unique bonus, and as to not draw aggro too, that it would flag as not-noticeable. Similar to mass hypnosis, they would only hear a faint lullaby, kind of like the pied piper, where they wouldn't know where it's coming from if you're stealthed. Obviously as the pbaoe toggle, the damage would be removed which is fine, and would still do the -damage. This would be a really fun and unique use to the power, and as stated, most importantly help the set somewhat control things that get too close that don't fit into your cones, and nab some enemies that are around objects when you cast them etc.
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PBAOE sleep toggle name" Radiant Lullaby" Oooooo lol