
KaizenSoze
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Is there really a massive proc nerf just around the corner?
KaizenSoze replied to Azari's topic in General Discussion
My guess is that proc behavior in AOE will get "adjusted". Getting constant proc'ing Force Feedback: Recharge recharge is a bit busted. I made a Trick Arrow/Dual Pistol Defender. The amount of damage the AOEs can do is crazy. I don't have a problem with damage ATs doing high damage. I do think that the lack of risk is a problem. As you said, part of the issue is the ease of soft capping. Which is why we are starting to see more -defense and/or toHit buffs every time the dev re-vamp mobs. There are many aspects to why the end game isn't very hard. Some part of the problem is how procs work. -
Is there really a massive proc nerf just around the corner?
KaizenSoze replied to Azari's topic in General Discussion
It doesn't help. Though I don't think it is as much of the problem as it appears. Players have to remember they have them. Incarnates on the other hand completely remove entire classes of problems like endurance and durability. -
Is there really a massive proc nerf just around the corner?
KaizenSoze replied to Azari's topic in General Discussion
The problem at the moment is that the end game in particular is too easy. Procs are a symptom and part of the problem. They are symptom, because controls and a lot of support is not necessary in most high end content. Damage is the king, queen, and dictator for life. Proc'ing out powers became rampart, because they allow several low damage ATs to get around the damage cap. But also allow high damage AT to do even more damage for very little risk. Proc'ing has very little downside in the end game. Who cares about end reduction pieces when you have Ageless. Who cares about trying to grab set bonuses for durability when you can pop Barrier. The penalty for proc'ing out is negated by Incarnates. In general the problem at the high end is that optimizing for damage, with or without procs, has very little risk. Fixing the issue with the end game is going to take nerfs, buffs, and mob changes. -
Which Widow & Why? (the skimpy version)
KaizenSoze replied to Scarlet Shocker's topic in Arachnos Soldier & Widow
Gloom/Dark Obileration is very good you want some non lethal/psi damage. Mu is good if you need AOE damage. Some folks really like Mace: Shatter armor, but I don't. Levi is better than before, but still needs work. -
Suggestion for next year's Mapserver events
KaizenSoze replied to KaizenSoze's topic in Suggestions & Feedback
I would definitely go to red or gold to get away from the lag. I think it would be easy enough to convince players that they could get better exp by moving to a less laggy zone. However, I do think having the transported to a "Matrix" room is a better solution. That would require a lot more dev work though. -
You think any of this changed my mind. Sorry to disappoint you.
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Page 7 Builds - Fort, Night Widow, and Bane
KaizenSoze replied to KaizenSoze's topic in Arachnos Soldier & Widow
Sorry missed this question. IMO. Night Tank is much better. They are close in HP and the Crab will have better base resists. Night Tank has scaling resists, stealth, placate, and most importantly some defense debuffs resistance. Crabs have no DDR. Of course, I am talking about playing them in extreme content. In general content play both are fine. -
Have the Mapserver events occur simultaneously in one blue, gold, and red zone. This will spread out the leagues and maybe reduce the lag. In this the last round, two or more full or almost full leagues were in the same zone, which completely killed the server response. I was waiting for double or triple recharge time for powers to activate. And of course, the exp also suffered. That is even with particles off and a good internet connection. The development team would know if this is better or worse load-wise on the back end.
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I was busy trying to organize the league, so I didn't realize what was happening for awhile. Until the 3rd Ican. I did give two warning in league chat. Then kicked them. I mean their name is right there on the teleport prompt.
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I think most players have the prompt on. The real problem was the knockback from the Ican. It was flinging mobs far away. Interestingly, that stopped even though the player stayed around and was casting it. I guess the power has some anti-troll code. You really only need the T1-T2 Ican which has no knock back.
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Most of time, each mob gets the full amount. Each gets 90 damage in your example. The real limiter on total AOE damage is target cap. There are few powers where the damage calculated differently.
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You should have stuck around. I kicked that person, they were firing Ican every two minutes.
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Folks do crazy things in groups. Like look right at the hostage when I say if anyone has the hostage. Then fly off the wrong way.
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Always take the back elevator. Sometimes are the mobs will see you if you take the front ones.
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Which Widow & Why? (the skimpy version)
KaizenSoze replied to Scarlet Shocker's topic in Arachnos Soldier & Widow
This is one of the downsides of Night Widows solo, runners. High defense, means lots of mob misses, plus debuffs and dots, equals mobs beating feet really quickly. Placate helps a bit, provoke helps quite a bit more. Fort don't have such a problem, because control can stop mob. Especially, with Fate Sealed making the secondary effect happen 100% of the time. -
Which Widow & Why? (the skimpy version)
KaizenSoze replied to Scarlet Shocker's topic in Arachnos Soldier & Widow
Both Rommy fights where so annoying. Also, twitting away at that lethal/psi resistant computer. -
Which Widow & Why? (the skimpy version)
KaizenSoze replied to Scarlet Shocker's topic in Arachnos Soldier & Widow
Is soloing the ITF and AE 801.3 survivable good enough? -
Which Widow & Why? (the skimpy version)
KaizenSoze replied to Scarlet Shocker's topic in Arachnos Soldier & Widow
Fort sounds more like what you want, but Night Widows are also super fun with page 7. I find them to be a more fun version of a stalker with ranged attacks and durability approaching at least brute levels. Start with Psychic Scream at range, placate, pick a target and hit it with a crit melee attack. -
I have already reserved "Bobby Drop Tables".
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Night Widows have a runner issue, at least solo. I have put immobilize procs into into one or two powers to help, but it's not enough. Has anyone tried using Spectral? My initial tests were promising, but I will have to play test for awhile to verify. Also, that negative energy dot is very helpful against robots.
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Rain of Arrows could simply not taunt or suppress. That would return it to its' pre-crash removal advantage.
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I guess I have woken up today and chosen violence. In the process of working on a parsing tool I discovered that 40-50+ percent of all damage done by my Blasters and Fortunata is from one power. Their nukes. Nukes are not the sole issue with the end game, but they are a part of it. Built up, Assault, Muscular buffed nukes obliterate almost all the minions and cripple the lts even at +3. What do I *not* want: Lengthening the recharge... Lower the target caps... Lowering the damage... Adding back the crash... My suggestion: Suppress all toggles for 10 seconds and 10 second mag 4 taunt on any target hit. Anything that survives is going to only have eyes for the nuker. Mobs still could be taunted off the blaster, but that would require good timing. The player can still attack, run like before, but this greatly increases the risk.
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The perception debuff is more useful than I think folks realize, when you are trying to do very hard stuff solo. Solo ITF, if you aggro too many Romans, their defense stacks high enough to make them very hard to hit. Smoke nade allows me to surgically take out just the mobs I need. Very helpful on the first mission. On AE 801s, you really don't want to be taking on full spawns every time. Smoke nade will allow you to pull a few at a time. Also, smoking a patrol while you deal with the current spawn is a life saver.
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My highest damaging attack behind placate/spin is placate/slash. On fast moving teams Psychic Scream will beat out Spin. Placate can be as low as 7-8 seconds recharge. I have mine in the 10 sec range. One you get the rhythm down, it's quite a damaging combo. From stealth you can dive into the mobs Spin, target a boss or lt, placate, slash. Crit city. On fast moving teams I lead with Psychic Scream, because mobs die too quickly to get into melee AOE range. In that case, I head for the boss, placate/slash. Nothing resists placate, you need a sec to pop an insp, placate. You need to keep part of a spawn from attacking you, though they will heal/buff, placate. The real reason I keep Smoke Nade in the build is for careful pulling and some resists. If you want a real challenge try an AE 801.3 at 4x8. It's the reason the build exists.
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You're going to have to look around this forum. We do not have a VETTED list, as many builds work well. You can only have 5 LoTG global recharged slotted in build. That's a hard rule. My suggestion is to install MIDS. Decide if you want to be primary melee or ranged, sounds like you want ranged. Then look at builds in MIDS from the forum. See what you like. Only thing I would say you definitely want is 50% positional defense, melee, ranged, AOE. Banes/Crabs get 0 resistance to defense debuffs. So, you need some buffer above 45%.