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WindDemon21

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Everything posted by WindDemon21

  1. For starters, this set really should have alternate animations of throwing down potions or vials. That said though, the theme of poison has always been fun, but the set itself suffers from a LOT. The most glaring issues are the main debuffs needing to be larger at 15 or 20ft with the larger -to hit on the aoe (small additional that would stack on the ST initial target) Vgas should also be at 20ft instead of 15, it's noticeable, especially for a debuff where 15ft just doesn't quite cut it on a lot of mobs. Envenom also should really have a larger more useful -regen, even if, or better yet, that doesn't stack so you're not pointlessly having to spam it on an AV to try to get more -regen out of it's current pathetic value. (250% would make sense given that's about the minimum useful value for a support set and it's poison, it SHOULD be THE debuff master, so that's even generous having it be so low, perhaps different values for pve and pvp) The other very glaring issue is neurotoxic breath, which should at least be a taoe with a more forgiving duration, but mainly taoe so you can use it in melee which especially with v-gas really demands you staying in melee. It should also, along with weaken have the faster 1.33 cast that envenom has. Having it take so long for what it does and it's current duration really just smacks you upside the head with the clunkiness of the set. In addition, it would be nice if we could slot hold sets so we could proc it out more if we choose to do so, or for more hold bonuses, possibly giving it a more useful base mag 2 hold even at a short duration still, just to detoggle enemies and give some breathing room when it's cast. So crucial fixes: Envenom: 15-20ft radius, higher -regen value that doesn't stack. Weaken: 15-20ft radius, larger -to hit value on the aoe with smaller second -to hit added on initial target. Faster cast time, can be the same as is now but just speed up when the arm is up part, taking it to about 1.5s. Venomous Gas: increase radius to 20ft, and make MM version the standard toggle, move to tier 7. Neurotoxic Breath: Changed to taoe 25ft radius, or location aoe, 1.33s cast time as envenom is (they're the same animation too, so especially makes no sense this power being 2.67s ouch), Increase the duration of the slow to 30s as well so if not proccing out to spam it, it's more forgiving how often you have to cast it, can additionally increase its recharge to 40 or 45s. Change hold to a guaranteed mag 2 short duration, or leave the hold as is slottable for hold set bonuses and procs, but add a quick mag 4 like 10s sleep for detoggling enemies and giving some breathing room as well. Poison Trap: This power should be much sooner in the tier to tier 5 or 6. Even traps gets it a tier 6 and the traps version is easily better. The -end/-recovery also doesn't seem to be working at all. I know the -end states it's only a 1.5% chance? but it may as well not be there with that rate, just remove it and fix the -recovery, maybe bump it up to 150%. Listed above are the crucial fixes, that would help increase it's mob aoe effectiveness without changing it's current role that people like it for which is very niche atm. Below are additional fixes to poison that would really help the set as well. Starting with antidote which I would honeslty say should be in the crucial category,, for how crucial v-gas is to how the set works and it's survival, the fact of it forcing you into melee and being at risk of it constantly getting suppressed by even the slightest .0003s sleep or anything else, it would make sense for antidote to be a pbaoe buff, and in respect to having poison be the "debuff master", this can also include not being affected by debuffs as well, suggesting that it also get very high resistance to any form of debuff with the power, so including resistnaces to end drain and -recovery, -regen, -to hit, -defense, etc. This would go really far to giving poison an additional niche and helping it out more in both solo and team play. I could see the power also giving a small regen buff as well like 100% but i wouldn't push that too far given these other changes going into effect. move to tier 8. The single target heal, it is what it is, it's fine, nothing special but as tier 1 isn't expecting much from it. However, across the board on support sets, ally rezzes should really have more useful applications that can be used even when a teammate isn't dead like defibrillate and howling twilight do. For this power, I could see it doing some sort of additional buff, like splash a big aoe that rezzes teammates but also grants that regen/recovery or proccing heal/end and move this to tier 9. Paralytic poison, standard power, but could also use a faster cast and some extra small benefit to it, even if just some damage added. Move to tier 6.
  2. This power has been absolutely terrible and really needs an update. It's literally the worst single target dpa in a melee set besides parry and DA, that is mainly damage only, no extra special effect besides knockdown which would just mean it's not top tier damage, but should still be good damage as it's really the "big" single target attack in the set and should reflect that, especially for how key it is in this set being part of a combo. It's been well known that it actively decreases your dps by using it even in the combo which is just plain wrong. For starters, it mainly needs the first two hits to be removed since they're basically exactly the same as the tier 1 and adds no special flare, taking it's activation time from 2.43 (sheesh) to about 1.5s (first two hits are very sightly faster than the tier 1's). The power would be much cooler and faster if it was only the last two hits. Then, bring it's damage/recharge up to 10 seconds to give it a little boost in damage but still have it's recharge short enough to flow in the combos, taking it's dpa up to 85.5 on scrapper value, which is still the 3rd largest single target attack in the set so it's not a crazy boost. Ablating strike for what it is also is way over dpa'd, so if needed to compensate the single target dpa that could be lowered to transfer some dpa to this power if needed. This is two fold, in order to make the power actually worth using, but also very largely to give the set some single target mitigation that doesn't absolutely destroy your damage. In its current form, to even equal the same dpa as the tier 1, it would have to be 179.77 damage at 50 with its current animation. Even frozen fists is better dpa than it is and we all know how absolutely terrible that is! The only ST melees that are actually worse than it on a melee AT are divine avalanche and parry but at least those also have the defense bonus added on them as well (those powers also should be sped up some as well, for example make divine avalanche the .83s quick bop on the head like when brawl is used) While at it, shaving some time off 1k cuts would also be greatly appreciated.
  3. Shark heads and back fins. More animal heads/hands/feet/bodies in general. Guitars for mace/tw/axe
  4. Completely reasonable curious request. This is being said to make 1.6 million names freed up since this was announced. Can you please post what that number is at 11:59pm on October 31st? I'm super curious on the difference lol
  5. Ok thanks, Yeah the wording isn't clear. "with the exception of" just means to me that they're not part of the level 50 group, but wasn't really indicated on which they'd be part of, but if you're sure they're part of the 1-5 group that answers the question.
  6. So i just noticed, you said temporal warriors would be exempt from the level 50 inactive policy, but I didn't see a mention anywhere of what time frame level 50 temporal warriors have for their names?
  7. Really specific thing as well, but would there be a way, if you do have a toon gen'd due to the name policy takeover, that there could be a note or something beside it that shows what the name previously was? Sometimes I use the names too because I'll plan to do them to remind me of what the combo is, or just so you know if there is name you wanted to use and you can no longer find it in your list that you know what happened, or some sort of alert when a name of yours gets taken? Is it also possible for a sort feature on the character select screen as well to sort by last login, name, AT, powers, level?
  8. I'm pretty sure it's permanent and ongoing since even the notifications that are already there now update in real time.
  9. Another note, for the name policy, are the level requirements earned levels, or trained levels only?
  10. Yeah that's what was in question I imagine like grey mentioned it just isn't possible somehow. That said it would be super helpful if there was a way to sort (not just search) our characters in the list by name, AT, level, powers, etc.
  11. I was actually curious about this too, hoping for the first rollout to simply only affect those inactive accounts and see where it stood after that first.
  12. Savage leap I don't think so since it only has the aoe effect, not a single target effect first on your target.
  13. That said it's also super annoying when the power tps you into melee, and then literally does nothing because the target dies. I'm at a qualm which I prefer more, the procs, or it actually doing what it's supposed to. Regardless it should have a lower end cost, but if the procs on the aoe were nerfed by this issue being fixed, it definitely should have a lower end cost.
  14. Procs are working on the aoe already, and the single target. It's very good for procs currently. Why I would be worried if they'd fix it, as I'd imagine it would also hurt the procs which are the only thing really making it worth that end cost and de-synergistic tp.
  15. Agreed. Came here to post this myself but searched first. My worry though is that fixing this would also ruin how procs work on the power, which it's terribly not worth the end cost if the power isn't proccing, so I'm scared for this to be fixed. That said with powers supposed to be balanced pre-procs 18 end seems way too high for what the power does, very minor damage aoe knockdown, and somewhat small-resist isn't anything to run home about. with a radius that's really too small to matter most of the time especially for how the set keeps enemies spread out with the slows and knockdowns. What the power does isn't terrible, but it's not enough to warrant 18 end cost, where 13 seems to be more applicable. Don't get me wrong I love the set overall, but that end cost on it just doesn't make sense, and this behavior of doing nothing, especially when it tp's you into melee for no reason is no bueno.
  16. Yeah it should stack with teammates, it just won't with yourself cause, especially with that recharge you could get out like 20 of them otherwise in a fight and be at max damage every mob, not to mention the enemies would be at max -damage too then, it would get nutty if it would stack. Though I'm glad unlike other slow field powers it has that faster recharge, wish others like glue arrow would follow more suit. Tar patch too but given the more need to stack it i feel like that should be at a 60s recharge as it is anyway (and just be set to a max double stack) This does mean however that you can't stack the slows, but with more slow in shoal rush, and it being at the high -speed as it is it's not much of an issue.
  17. Mercs/Marine is a really decent combo. Avoid the naysayers here, the key is that you use tide pool, then jump in with whitecap to take most of the aggro and knock them down first, then use shoal rush, that way the mob stays where they are while the mercs attack from range to get the most out of their cones. (yes they don't get shifting tides that way but it's still the most effective strategy, then they move in when it's mostly just bosses left as the fight progresses. The other super key thing about this combo why it works so well together is that you can alternate every 30 seconds serum, and then 30 seconds later power of the depths, then 30s later serum, etc. That way, they both scale down over time, but you keep most of at least one of those buffs on the mercs at all times so they'll be pretty unkillable. Plus you can throw in FF procs in slug and m30 grenade to help recharge power of the depths faster and whitecap also with a FF proc to help chain those to keep the enemies knocked down. Don't forget to put kb-kd in m30 grenade. I'll usually put the OF proc for more KD chances, but the boss merc pet kinda needs it too for his m30 and buckshot.
  18. I would never skip these, on any build i've ever made. It's not just a habit, but it's useful on every single one, but especially on squishies because, well you need the survival most of the time, but also because that means you're avoiding MEZ more which is a huge PITA, especially with marine that has none, only gets defense from barrier reef, and generally needs to be pretty active.
  19. Ive been racking my brain trying to decide between thugs, bots, and mercs with marine. Mercs/marine is nice for off-shifting serum and power of the depths, the mercs just aren't going to die, and for mercs and bots that slow field and shoal rush's slow will help keep the enemies at range for them. Thugs/marine obviously for the more melee-centric bonuses, plus they'll be really tough between their leadership and the marine buffs. And bots/marine, honestly is the top contender, since the defense from the bot shield plus all of marine puts them at 42% defense, so they'll also mostly never die, but a big note for it too, is that they add the -regen that marine lacks, so the combo will cover pretty much everything, especially if you go clarion for mez protection in the epic. So far here is the thug/marine build i have slated: I also wanted the sharks, but they help a lot, especially when using them with empty clips when you wanna do a little ranged aoe, but themes well too, just wish they'd at least let us use mako's head costume piece already, and add a back dorsal fin in the backpacks. Knockout blow with the FF proc helps recharge the powers as well, and the st hold is handy too. (though for another toon i want to do it really should have -kb in it since the shark is holding them in place grrr) Thugs Marine Sharks - Mastermind (Thugs - Marine Affinity).mbd
  20. The buffs are supposed to last for 10 seconds, but currently are only lasting 5 seconds. https://cod.uberguy.net/html/power.html?power=boosts.crafted_analyze_weakness_f.crafted_analyze_weakness_f
  21. I swear you could at some point, but doubt the recharge changed on it. I think I was thinking in my mind that you can "technically" perma hell on earth on demons which has the same recharge, but that's only because the little hellfires pop out and last i think 30 seconds each after they pop out (so in a way it's duration becomes 2:30 not 2:00 like gang war. That said yeah, they hardly live that long, and don't really do all that much damage either, so don't see too much the issue if their and hell on earth's recharge was shorted a bit to make perma'ing it easier. But for now it is what it is. I like more the more often use of them, kinda like the new soul extraction on necro. Would be cool if it was closer to that like 2minute recharge and 1 minute duration (but not double stack) or something like that. Would help them time better with most support set buffs that actually help to keep them alive too. Farsight, Wild bastion etc, or at the very least let you cast it every 30 seconds which is about once per mob (and if it's faster than that on a really buffed out team they don't matter as much anyway).
  22. From what I saw i'm guessing it was the robot, if not then even the minnion rocketeers can do that. Edit, yeah or the lt, so likely the lt, which, i mean is literally every mob except those full galaxy mobs which have their own so gets super annoying, especially when you already have tank level protection.
  23. Ah ok, there wasn't a boss cor leonis in that mob though i can say that, outside of that not sure which it was that kb'd me, but i know for sure it wasn't a boss cor leonis. Regardless none of them should be able to kb armor level protection IMO.
  24. This is false though. On more than one occasion my willpower tanker with Indomitable will would keep getting knocked. IW has mag 10 protection and 10,000% resistance. Literally the second I engaged the mob I was knocked back with it on. You can see him knocked back (not even just down, but back) and you can see in the icons there he has IW on. It's honestly quite absurd.
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