
WindDemon21
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Everything posted by WindDemon21
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On a tank at least no. If I try the empower combo and then start the weaken combo the weaken combo never lights up right or works. It seems to help if all attacks for the combo are recharged before starting the combo but thats not foolproof and still fails a lot. Once I literally did 3 rotations of NS and AS and not one thing lit up an orange ring. Actually ONE time it did pull off the weaken combo without the orange rings but only once. I tried to duplicate it but couldn't. That's the most frustrating part of it cause you can't even learn how to work with the bug.
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Or just ignore the combos anyway, since at least on the tanker i'm playing the combo system is bugged, and after you get the first one off, the powers will randomly light up with the orange ring,then when you use nimble slice, nothing lights up. I even have nothing with an orange circle, used ablating strike, and then ablating strike lit up...
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About to hit 40 on my scrapper, and so far only twice have i had it stack the regen per target hit on it. Playing the set it's clear that this is how it's supposed to work, or at the very least stack per use, or both, but it's often not stacking (it must be set to do this given how miniscule it's actual heal/end values are, and even with a full hit, one death mage's twilight grasp still floors you anyway) This needs fixed so that it properly (consistently) stacks each time you use it. Likewise, the regen bonus in particle shielding doesn't last the full duration, and the absorb shield only lasts a few hits as it is anyways, this power clearly should have a 60s rech, not 120, much like it's Energize counterparts need too on elec and ea.
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This is correct, but playing the set is very dumb, even with full values constantly on both it still wouldn't be OP. Pretty sure radiation therapy especially is bugged by not stacking, and particle shielding should easily have a 60s, not 120s rech, especially since the regen portion of it only lasts for 30s, and the absorb shield lasts like a few hits. Going to make another thread about it, but twice now i've had it actually stack per target hit and it was noticeable and finally felt right. *sigh* FYI, resists in general need fixed across powers and set bonuses alike. Defense cap is 45, resist cap is 90, double the amount, therefore easily resist powers and bonuses should have double the value of like defense powers/bonuses.
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Radiation Siphon - 3 ticks of heal (NOT)
WindDemon21 replied to davesimpson99's topic in Bug Reports
Yep, that's why, though I'll agree it is the absolute dumbest mechanic for a heal attack to have considering how enemies are often dead before they're contaminated or you can tell which ones even are. You basically have to ignore that the heal on the attack is even there and just accept that the power is unfairly weighted to that fact to have worse damage/rech/cast time stats for it. -
It states that the recovery portion is unenhanceable. The bigger issue is that it even allows end mod sets in it (end reduction yes though to reduce the end cost to cast it)
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I do miss that for toggles and quick attacks. That's the problem though, old system "op"d quick attacks but was useless on long recharge powers, now people say that long rech powers are being abused. In either system I wouldn't consider them making anything OP, but there are clearly situations where slotting the proc is next to useless. For this reason really they should just guarantee the procs but formulate the amount of damage/bonus/debuff/etc based on the rech/slotting/cast time/etc
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The Convert Window: Replace drop-down with radio buttons
WindDemon21 replied to r0y's topic in Suggestions & Feedback
I 100% agree, and you should look at this post i made a while ago about this as well: -
Just realized the answer is also obviously right in front of our faces. Simply right click on the enhancement, and have the option to convert to set, type, and rarity, with corresponding letters for each function.
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The Mastermind Wishlist: Completed, Uncut, and En Masse
WindDemon21 replied to Monos King's topic in Suggestions & Feedback
Except this still needs to be auto as well. Both upgrades should be inherent in the pets naturally to have their powers. This extra power honestly I would prefer another aoe, and then a single target ability at level 6, giving 2 more blast set options. So it would help bridge the gap better on pets that are weak to ST, or weak to aoe, so you can pick one (or both) of them up to even out your damage, and the extra aoe can help you take aggro as well. (or some sets like necro which don't even get an aoe ouch)- 152 replies
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Um if they make it so damage procs only hit one enemy in an aoe they may as well just get rid of the proc for some global bonus... Likewise the issue you're referring to is the PPM issue, where the same negative issue occurred with faster recharging skills. The ONLY rework that should be considered for damage procs is a way to scale the damage down but keep it hitting each use.
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The Mastermind Wishlist: Completed, Uncut, and En Masse
WindDemon21 replied to Monos King's topic in Suggestions & Feedback
Except you don't get a "complete" set of pets until you get that other upgrafd power at 32. Most MM pets are honestly pretty bad until then. Having the Mannion and lt pets with all their powers would be more effective than having the big pet but all pets only having their tier 1 powers. And if you've never played a controller this is nothing new, but the way the pets play this is basically like how melee sets or ranged blast sets get their big power/nukes at 32, but would at least make the MMs less useless in the earlier levels.- 152 replies
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The Mastermind Wishlist: Completed, Uncut, and En Masse
WindDemon21 replied to Monos King's topic in Suggestions & Feedback
Even 26 is still usually an annoying wait to have any effectiveness. Would be best (if not eliminating the upgrade powers altogether in lieu of more attacks) to have it at 18, and then the special skill at 26. Having them be auto powers as well is really non-negotiable IMO though, there is nothing worse and its the #1 reason that keeps me from making any more MMs at the moment.- 152 replies
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The Mastermind Wishlist: Completed, Uncut, and En Masse
WindDemon21 replied to Monos King's topic in Suggestions & Feedback
Or as stated a million times over, make the upgrade powers auto aura procs in supremacy, move the special skill to 26, big pet to 32, and 2nd upgrade to 18. The upgrade powers shouldn't exist altogether really having the attacks always on the pets, and then give some other power in their place with this new power redistribution. Even just more attacks honestly would be nice you could skip them if you wanted then. Another aoe attack at 18 and another ST attack earlier.- 152 replies
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A Message From Mender Silos: Derek's Disaster!
WindDemon21 replied to Mender Silos's topic in Announcements
I won't be able to make it at this time but would like to submit my costume, is there any way or secondary thread where we can upload our costumes? -
Yes you would never see a stealth power on a brute, oh wait dark armor, oh wait energy aura.
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Thank god the theft still works in dark regen, but in general the power has been needing an overhaul to something between current and obscure sustenance for a while. As to radiation therapy, people love it for putting damage procs in it, but for a set that at least outside of tanks really needs as much healing/mitigation as it can, the healing/regen it provides without at least stacking that regen buff is just not enough and needs a bump. specifically figuring that the regen buff would stack on multiple applications which would give it more use vs things like AVs versus a stacking buff per target hit, which would be nicer mob-mob, but stacking per use would be better off in the long run for all situations, and the end cost is so low but the set has other end stuff at least so that's less of the issue.
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As it sounds, that proc change should have NEVER gone live without fixing these two powers first. Obviously dark regen for the overhealing it does plus its horrid end cost stats are just way out of line, and then radiation therapy for what seems like an obvious "the regen bonus was meant to stack" issue, where it's heal and end gains are way too low for the power otherwise, or you know, un-nerf those procs when used in those powers. Either way, those two powers need fixed ASAP or un-roll that proc nerf, enough said, what a horrible horrible nerf to them. Any way you spell it this was total BS to those powers, which are the only ones where this change was basically done for in the first place, but they weren't fixed to compensate. Bad move devs, bad move.
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Probably my favorite most solid set overall. Only pet peeves are, for this, SR and shield, the mez click, needs to animate in .5s or less, too much of an interrupt in the attack chain, and should have it's duration extended so it's perma out of the gate. Blinding powder could also use an improvement, and more DDR in the set, and the tier 9 should be resistance not more defense, or max hp too, and like other tier 9s generally needs a crashless lower rech rework in general. Otherwise it's the closest to most perfect set. Lowering the activation time on the +end power too would be greatly appreciated.
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Definitely brute for that end discount ato proc
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