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Bopper

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Everything posted by Bopper

  1. As far as I know, yes. Correct me if I'm wrong, but there was a time where having the Performance Shifter proc in an end drain proc would trigger a +end on your target. That should no longer be the case, but as far as buffing allies, I believe it's normal that it could proc for anyone on the team. I'll have to test non-chain powers to know for sure.
  2. Incorrect. The oil slick, and the burning oil slick, are both pseudopets. They both proc, but they simply are a special case where they dont take every proc you slotted into the Oil Slick power. They split them up. So all the debuff procs are only triggered by the original oil slick (first pet), while the target AoE procs are only triggered by the burning oil slick (2nd pet). Keep in mind, when you light the oil slick on fire, your combat log will show "you defeated oil slick". That's not actually true, as the original oil slick will still exist afterwards, debuffing and procing enemies.
  3. As for a more general response, there are cases where a proc could be in a power and it won't proc. For example, Oil Slick takes many types of procs, including debuffs and target AoE damage. However, when you cast oil slick, it creates a patch (pseudopet) that only takes the debuff enhancements (as the oil slick does not do damage). When you light the oil slick on fire, it creates a 2nd patch that takes on just those target AoE damage enhancements. The 2nd patch will proc separately from the first patch (it still exists after lighting).
  4. For Dual Pistols, all the procs will work no matter which ammo you use.
  5. ATOs and a Purple Confuse power are not great comparisons either, as they are too specific. Everyone (ranged, anyways) has a TAoE, many with 3-4 options available. Typically 2-3 in blast sets, 1 in epics and 1 in origin pools. Plenty of options to chase recharge/range def if Bombardment retained both.
  6. Broadside makes me think of a melee set, if anything. I can't think of an example of being broadsided by a long range attack. Maybe Collateral Damage is more fitting, but it doesnt sound like a set name.
  7. You bring up good points. Personally, I like option A if they are going to increase it back to a 6.25% recharge bonus. But overall, I probably prefer the 5% option with the enhancement structure it has now.
  8. My suggestion is Air Interdiction as it fits perfectly with long range with the purpose of range defense. I'll post the wiki definition below, as it can describe it better than I can, but essentially it is an operational mission to defeat an enemy while outside that enemy's threat radius. Air interdiction (AI), also known as deep air support (DAS), is the use of preventive tactical bombing aircraft attacks against enemy targets that are not an immediate threat, in order to delay, disrupt, or hinder later enemy engagement of friendly forces
  9. I dont know how fast you are moving, but I think the fly speed of the Sentinel is +200% which is pretty good. Assuming pets get the same base fly speed of 21.48 mph, that should be enough fly speed to hit max speed of 58.63 mph. Perhaps it's the logic in the pet thatis slow to follow you?
  10. I'm thinking of it as more like a combination of Howling Twilight and EMP. So where the Ally is rezzed, the 30 foot radius EMP is triggered. The recharge would need to increase from 2m to 5m, but it would make for a more interesting utility power. As of now, I'm skipping Difibrilate in every build.
  11. Doesn't it feel like it's a missed opportunity to make it into an EMP rez? So much electricity used to bring back the life of fallen allies that it causes an electromagnetic pulse that leaves enemies temporarily paralyzed and drained of energy.
  12. First bug: The graphics for faraday cage are missing. Second bug: If you cast the faraday cage in the air, it will fall to the ground. Which is fun...since it's invisible.
  13. Smash/Lethal/Melee would be a very odd way to go. Obliteration is a Melee set where Melee defense makes sense. A Ranged AoE attack makes sense to have either a Range or AoE defense component. Since Range defense is going to Shrapnel (Air Interdiction?), settling for AoE defense seems to make sense. However, it will still be an unpopular bonus to chase. How about a crazy idea...you know how Gaussian's 6th slot offers up defense for all the positional, how about flipping the 6th slot for Bombardment to do the same thing for types? 2.5% defense for S/L, E/N, F/C, while offering up 1.25% defense for M/R/AoE? Those numbers are just spitballing, not sure what would have to be done to make the numbers fair (hopefully without making a unique proc to prevent multiple sets)
  14. Personally, I really like this proposal. Excellent balance, and with the range defense in the set bonuses, I think plenty of builds could design around it.
  15. Certainly, and I believe the damage scale is 0.8, so buffing the damage an extra 20% isn't gonna be a game breaker. You made the right call
  16. That's fair. Put it in Dark Consumption? And that's a valid choice to make. Is the extra 21% damage I'm searching for in a power like Dark Consumption worth losing out on the 4.5% resistance? It's the choices we will make with the builds
  17. I like both proposals (A for Bombardment, specifically). The Shrapnel proposal is good, although it just feels like a TgtAoE Thunderstrike. I would like to see a proposal for Shrapnel being a set that would interest both Cone attacks and Range players in general by offering both a Range enhancement and a Range set bonus. Even the name Shrapnel makes me envision a cone, as it blasts out radially. Anyways, great work, overall, I like each of the sets.
  18. Honestly, who all is going to 6 slot it? Even so, it can only be 6 slotted once (I'll probably put it in stamina). I think most with a damaging endurance drain/gain attack will 5 slot it with SS for the recharge, then use the damage/endmod from Power Transfer to fill out the last slot if they want to hit 91.8% in both damage and endmod.
  19. I wasn't teaming, but when I summoned a Widow and the Galv. Sentinel, I saw it proc for each of us in the chain. It didnt fire for all of us, everytime (but typically at least 2 got the proc). But it was enough for me to decide to 5 slot the Panacea in my Insulating Circuit with the proc, and left my health slots for other things.
  20. I like the set for what it is. I enjoy the fact it provides endurance and health to the team, I also like the synergy of -damage, resistance and absorb. Lots of survivability there. I still think static should do something like +special or +recharge with its stacks, but mostly I like it for what it is. Plus, not a lot of investment is needed which allows me to focus slots elsewhere. The Elec/Dark/Soul build I came up with would seem strong enough to keep a team upright with its softcapped range defense, perma-hasten, and loads of tohit debuffs. I'm also liking the use of the panacea proc in Insulating Circuit as opposed to my Health. I get to share the wealth with my teammates and the proc rate is solid.
  21. I really like that idea. Replace the damage with a DMG/Range and swap out the 2% damage bonus with a 10% range bonus.
  22. @garnetrisingare you still tracking these? If so, maybe Jimmy can flag your list as a "Recommended Post" that everyone can link directly to from the front page.
  23. It appears the Static Mechanic is strictly adds more targets to some powers (correct me if I'm wrong). I am wondering, could Static provide a small +Special buff for each stack, which would help most of the powers in the set. +Special is a very powerful mechanic, so I'm not looking for much, but if there was a +2% +Special for each stack (maxes at 10% with 5 stacks), it would boost the endurance mods, heals, run/fly speed (which was removed from static). It wouldn't boost the -damage nor resistance buffs, so it's not perfect synergy, but it would still make Static's mechanic have a personality that would draw folks into using the set. Another idea for tweaking Statics mechanic would be to have each stack to also increase the number of targets, even for single target powers. The excess static discharges from the main target and splashes a weaker effect on a nearby enemy/ally as splash effect. I love the ChainEffect mechanic and would love to see it used throughout.
  24. Pretty big buff to Shock, a power I already liked. Given the recovery debuffs stack, it might become useful even in tough fights.
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