
WindDemon21
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issue 27 Issue 27, Page 4: General Feedback
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Blaster/Electricity Manipulation/Thunder Strike: Changed the radius from 12 feet to 10 feet. All of the AoE effects used an outer radius of 10 feet already. MAJOR downvote on this. As this is /elec's essentially only aoe, and the aoe damage is small at that, and the fact that it's target based and not pbaoe, the 12ft really helps it. Going down to 10ft is going to really hurt the power, at that rate, just normalize it to an actual pbaoe like tremor if you're going to make it only 10ft radius. While you're at it, should really fix other aoes on blaster secondaries like lotus drops and dragon's tail's 8ft radius, which should be 10. Though tbh like doms the secondary aoes should really be 15ft anyway. -
issue 27 Issue 27, Page 4: General Feedback
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Radiation Infection (All, except Crey): Cast time reduced from 3.1s to 1.5s. Yes! While at it also look at quicksand especially, but also any that use bonfire/repulsion bomb. Same animation as neutron bomb, but those take 3 seconds to cast, where they should only take the 1.67 that neutron bomb does. Same goes for all that use the psy scream animation, and basically everything in dark miasma, especially that twilight grasp/flashfire/flash freeze animation. Tar patch/darkest night especially too. -
issue 27 Issue 27, Page 4: General Feedback
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Toggle Suppression No More Offensive Toggle Drops: Toggles that used to drop when mezzed will instead have their effects suppressed while mezzed and for 8s after breaking out of mezz. OMFG YES FINALLY!!! Easily the best part of this update! Edit: Ok, i definitely read too fast cause I was excited, but that 8 second suppression should definitely NOT exist after being un-mezzed. That is a LONG time for important toggles to not be usable again. The toggles should just suspend, but definitely not suppress after being un-mezzed (pvp i could see maybe, but definitley not in PVE, in a lot of situations, this is actually worse that retoggling. Maybe a compromise of like 2 or 3 seconds, but DEFINITELY not 8 seconds. -
issue 27 Issue 27, Page 4: General Feedback
WindDemon21 replied to The Curator's topic in [Open Beta] Focused Feedback
Enhancement Slotting Fixes While you're at it make sure to allow those powers that DO do accurate healing/debuff to accept those enhancement sets too. I can't think exactly of what offhand but I know there are some where it's REALLY dumb that you can't properly slot those sets. I know benumb is one that should take end mod sets. Neurotoxic breath should take holds. I know there is one major power that should allow for accurate healing sets that does not but can't immediately think which it is. OBV slow/kd sets in ice slick/patch as just mentioned. Dynamo on blasters, the heal isn't attached to accuracy, but it does take, acc, and heal enhancements, so would make enough sense at least that it coudl take accurate healing. -
Macro for human + shields activate
WindDemon21 replied to The_Warpact's topic in Peacebringer & Warshade
What they REALLY need to do is fix Kheldians and let the powers/shields be able to be used while IN the forms too. On top of giving the shields mez protections too for any form, and not having to separately slot the form powers, and just use those from the human slotting in the forms. The forms should be a bonus with the stats/buffs, but not power dependent, and shouldn't cost a power pick too really, but be AVAILABLE at those same levels much like how MM pets are available at certain levels. -
Nearly everything else though, i'd go tanker. (and yes i always put theft proc in dark regen)
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Better ENDURANCE!: point to brute. Nearly 40% global end reduction from the ATO proc is SUPER useful for dark armor.
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Hopefully Khelds will get a revamp in general and get mez protection added to the shields.
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Can this bug PLEASE get fixed ASAP. When you have a unique, let's say an ATO in a power, and you swap to the alternate slotting (so it isn't on the build anymore technically), if you try to slot it again, it keeps telling you you can't because you can only slot it once. The old mids didn't have this issue, but reborn does and it's SUPER annoying!
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I mean, they really ALL are, that's the point. They really should have enemy affected toggles only suppress if mezzed, not toggle off. Not affecting the enemy when mezzed, sure fine obviously, but detoggling is just plain a PITA when there can be a zillion quick mezzes to toggle you off out of nowhere. It's just unnecessary, and for lots of, especially support sets, can be REALLY crutial when that happens too. (BIG STARE at rad emission, but lots of others as well)
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And death shroud. Shadow maul can be fine with a bumped up damage with the smaller cone, but an 8ft damage toggle on an AT with no mez protection and inherent defense, is just messed up. It doesn't even (which to this day astound me) have -to hit in it which it should on the melee versions as well. Both /fire and /elec were CHANGED due to this issue in the sustain, so that they only suppress and not toggle off when mezzed. Why this is an exact example where it should be changed like those to be in the sustain instead, where also making the sustain a toggle. Soul drain as well, to anyone complaining about the uptime if it were changed to 90s base, don't forget, that it has a long cast time on top of the small radius, so even at max rech on a 90s base rech build, it's uptime would still really only for it to buff ITSELF and maybe one attack, while also not usually hitting the whole mob on a blaster that can't effectively herd them together like melee's can. And touch of the beyond, yeah... lol it's just wretched as is, and should merge with death shroud as a toggle sustain. That or make it a wider area cloak of fear sustain, would be neater IMO, but DS still needs to be non-mezzable off.
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Except nobody ever hits max recharge, even final builds average about 1/4, so JUST perma, it's not OP, I guarantee it.
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You basically explained every reason why it's actually annoying, and you just simply DON'T mind, check 1 in the "i don't care" column, but these changes for the majority of us are in WELL demand. I have YET to see an actual /dark blaster on homecoming and I'm on Everlasting where people will be more likely to choose theme over function. That said, 90s soul drain, not op, still requires a to hit check, and it's radius is still only 10ft, so unless you're getting herds which you can't do yourself anyway, you're not hitting that 10 target cap often, and can't use it for burst without getting yourself wailed on like you can build up. I'd be ok if brought down to 90s, to lose a little damage/to hit from concurrent enemies, but still get the main buff off the first one. Continuous benefitting powers ie perma, are always more useful than situational ones. And with 120s base recharge, it just too awkardly times with most, and is an annoying struggle to perma, which you kinda always are going for. Blaster sustains being a toggle is NOT repetitive. When it's not, it's ANNOYING. That's precisely WHY they changed force of thunder to have the sustain in a toggle via dynamo. And 222000000333%, it should NOT be on a click that requires a target to cast off. (drain psyche not included because of how it works and is WAY more regen/recovery able, it's a crazy different beast, though would prefer autohit). Even /energy, outside of the super lack of extra aoe (which come-on, whirling hands is RIGHT there, and boost range/power boost which already should be either auto/toggles, could go right into energize , which I'd also prefer a toggle obv. /energy is just too many clicks for little effectiveness vs rech/duration and how much you spam them to get any use out of them, but that's another thread). Using it for the fear is also a VERY uncommon thing for most people, as most blaster primaries already have ways to either outright kill the enemy anyways, or mitigate a single target some other way. And the only heal procs that go in it are the panacea/PT ones anyway, and those are much better in health/stamina, and unless you're spamming it every single time it's up, is hardly any better doing that versus the chances in a toggle. DS toggling off doesn't bother you? That's amazing, cause it bothers literally ANYONE else I talk to, toggles in general on all ATs should really only suppress not toggle off (and armors should stay active always that don't affect enemies IE resist/defense armors)
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Yeah, these changes would just make the set feel right. For on, non-toggling off death shroud, but would hope for the larger radius orbiting death lol. But def need the dynamo treatment for the sustain as a toggle. That single target one is just annoying. Plus, that "ranged aoe" touch of fear is just WAITING for a ranged blaster version with a bigger radius, to replace the now fear thingy, which would become the new death dynamo. And dark consumption still NEEDS changed, on all versions (and consume). That 3 minute timer is just dumb, make it like 45s with more damage, more end per first target and less per additional. Personally all versions of soul drain should be 90s too not 120, the benefit is its perma-able status, woudln't really go beyond that, but would let it use on itself on a high rech build, and just in general do that more easily. It still needs to hit to grant the bonuses, and needs a big mob to equal that of regular build ups so even at 90s, it still makes sense without OPing it. Shadow maul also should get the wider treatment for obvious reasons.
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Still hoping they'll look into this for next update/patch, would be fantastic to play the "properly done" /dark on blasters.
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Ideally your best best is still to put it in focused burst and skip CS entirely besides it being a set mule/proc bomb on scrappers.
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The long animation with the crit proc in it too, also really ruins using it for the aoe's as well during gaussians, and it's slow cast means you're forfeiting 2 extrra stacks of power siphon boosts.
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Just beware, that Concentrated Strike DOES NOT benefit from the ATO proc/global. It's really bad. On top of not getting crits in general, you can't even use it to reliably recharge power siphon with the ATOs. So either skip it, or put the proc IN it, but that is still REALLY bad given how long its animation is. It needs fixed asap. why I have stopped two kin melee scrappers so far on homecoming alone.
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War mace is amazing and goes with most of the secondaries. Good ST and aoe. Don't forget all the knockdown powers can also slot FF procs to help recharge your armor stuff too. Also allows for more eradication slotting to boost e/n defense depending on the armor if it needs it. Would definitely go scrapper with war mace, but it *works* with any AT. Extra aoe is nice on tanks of course and it's ST is good too for them which is where they really lack. Thematically of course too mace/shield is a really solid option, but bio with it can be just sickening too.
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Ice/bio build laying around before I reinvent the wheel?
WindDemon21 replied to Thrax's topic in Scrapper
You're right, you showed your own colors. Good luck with your terrible builds 🙂 -
Ice/bio build laying around before I reinvent the wheel?
WindDemon21 replied to Thrax's topic in Scrapper
It's REALLY not, it's math lol. Was going to say how horrid your proposals was but didn't want to sound like an arse. You didn't even know that you can't skip ice sword, that it's better than FF. So yeah, you were wrong on SO many levels. Do your research. Regarding theft proc, i always think of it as unique but it might not actually be, but I've looked at combos specifically to use it, and the only ones it would really affect would be those with siphon life, life drain, and rad siphon. Wasting a slot for it in parasitic aura though, is just dumb. I could *see* where one would think to, but it's just not worth it. Slot are always tight, and that's not a place that needs it. You're not going to use it on just one or two enemies, and it's 30% recovery per enemy hit. So it's going to provide more than enough, and more if you just swap to e-mode for it and swap back rq. -
Ice/bio build laying around before I reinvent the wheel?
WindDemon21 replied to Thrax's topic in Scrapper
Um, you can't skip the first ice sword, cause you're NOT getting the worst power almost in the game with Frozen Fists. They SEVERLY need to make it just Frost Punch, .83s like charged brawl/energy punch are. Likewise, they also REALLY need to turn GiS back to Ice Slash that it USED to be, like the dom version is. Yeah CP is a good replacement for GiS, but not taking the ato sets/ST sets kinda hurts the build for s/l defense etc. To a single target GiS is still nice, just used less often in the build. It also does at least have higher base acc, so if you put the crit strikes set into FT, which honestly does proc better and works better before the aoe's, you could put the 4 kinetic combats in it, then put 2 damage procs as well to shore up the ST damage. Also, the theft proc is unique, you can't. Also, it procs once, which would be kinda pointless in parasitic aura given its longer recharge, plus it has much higher recovery values, and doesn't need any other help to help your endurance. You're not going to run out once you cast it till it's over. I'd even say it's not needed in dna, but it's nice. Def not needed in efficient mode. Also, the crit strikes proc WORKS best by actively using it for what you need. It's way not worth it in a toggle. That's not how you do scrappers.. The best place is FT, but as i mentioned having hold stuff in it is nice too, and it also procs well in GiS. -
Ice/bio build laying around before I reinvent the wheel?
WindDemon21 replied to Thrax's topic in Scrapper
Not sure why you would do one artillery, one positions, and a bombardment Proc. At least do the positron Proc for the recovery bonus. But you'll see in my build I did 3 artillery for 8% regen and mostly that very important 1.88% e/n defense bonus which caps you for that. -
Ice/bio build laying around before I reinvent the wheel?
WindDemon21 replied to Thrax's topic in Scrapper
You could add that sure. Slots are always tight though and I'd rather have a boosted hold duration purple there of I had the slot open personally. -
Ice/bio build laying around before I reinvent the wheel?
WindDemon21 replied to Thrax's topic in Scrapper
That is EXACTLY what I did and kept getting done dumb format error issue grrrrr