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KaizenSoze

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Everything posted by KaizenSoze

  1. Not as much as you think. It's a small percentage of attacks got changed. Also, typed armor sets got some toxic/psi defense. There a separate thread on that. Testing has shown it not to be a big change.
  2. I am seeing one bit of weirdness with placate on my Night Widow. The placated mobs are very quickly, 2-3 seconds, sprinting back to their spawn points. It's a bit annoying if I am trying to take out a key mob and the rest are sprinting away. Pretty much have to placate and AOE immediately to avoid them leaving. Not a 100% of the time, but quite often.
  3. I did test solo with my blaster the first mission of Yin at 0x8 I think. It was fine. I tried to soloing Sutter, but fighting IDF even at 0 or 1 w/o clarion is painful even before the changes. Below level 20 folks barely have any defense, unless they are getting buffed.
  4. Yes, it's not a big change. I had Fire/Rad corruptors soloing at 4x8 to test the Radiation Emission cast time change. Well built squishy will be just fine. I personally tested Circle Of Thorns, Banished Parthenon, Talons of Vengeance, Council, Carnies, some others I forget. I was able to solo with at least 4 ATs at 4x8, just like before the changes. Only one build was a tank, an ice tank at that. Someone else tested Arachnos and found that Lord Recluse had become rather nasty, so he was adjusted and some toxic and psi defense was added to multiple armor sets. Also, Arachnos Toxic spider bosses are now up to the level of the other Arachnos bosses. Now, it's possible we volunteer testers missed an uncommon group that got massively buffed. Like, The Awakened, now that I think about it. If anyone stumbles across a group that is now hitting way harder. Post here, the devs will adjust if needed. Testing is the solution to all concerns brought up in this topic.
  5. I thought you did a good job keeping us upright. I was happy with my blasters performance, the slow and drain were effective. But yes, the Illusion pets took most of the aggro and possession attempts.
  6. We had a fun four player two run with Linea. Still took 2:30+. Times will improve a lot once folks get used to the TF. @Linea Have you tried ASF with the new aggro rules?
  7. They are like pokemon. You have to catch them first.
  8. Yes, I suspect there will be a lot of "what the hell happened" when folks stroll into three groups expecting only 17 mobs to attack.
  9. They are a bit nasty at just +1. Depending on your AT. Have fun with the improved surgeons. 🙂
  10. This is not true. Go test. You are arguing with out any data to support you assertion.
  11. I think you should test it. It did not cause major issues when I tested it. Only certain attacks in certain groups are effected. In general it only slightly raised the difficultly. Arachnos got the biggest buff, but still that is only contained to Toxic Tarantulas and Lord Recluse. Note, many armor sets got toxic and psi defense to help.
  12. Yes, they change mostly effects general play where patrols would just wander by because you're aggro capped. Or charging into the middle of a space, knowing you're only going to take attacks from 17 mobs.
  13. I tested this with various ATs. Blasters, tanks, defenders, corrupters, doms. It does not make it significantly harder.
  14. Sigh. Please, test the actually result of the change. I have been and it's not a big deal. Arachnos Toxic Spiders got a nastier and Lord Recluse requires more tanking. This mostly effects specific powers, not entire groups. For instance, CoT:Ice thorns melee attacks are more dangerous. Entire mobs group have not been upgraded. I could solo before that patch at 4x8 with my blaster. I can still solo at 4x8 after the patch. Note, most armor sets got some toxic and psi defense which they didn't have before.
  15. I cannot play during the time Hammi raids are going on.
  16. Ugh. Seven times. Worst for me was Lady Gray for two badgers 10+ runs in one week to get the buddy badge. Avoided that TF for a year due to that.
  17. But manages to be more tedious.
  18. Alright. I'll bite. What do you like about Synapse?
  19. What TF/SF do you enjoy enough to run them yourself? For me, it's Yin, I have probably more than 100 runs. My usually preference is +1-2 kill most Yins. Kill most Market Crashes are next on the list.
  20. I love Trick Arrow, but there is one small annoyance I would like to have changed. Trick Arrow power list: https://cod.uberguy.net./html/powerset.html?pset=defender_buff.trick_arrow&at=defender All the powers except one have a range of either 70 or 80. That exception is Glue Arrow which sits at 60. This causes issues when I am trying to lay down a set of debuffs in the center of a spawn. Glue arrow often falls just a bit short of the center. The targeting circle is hard to see in a group of mobs and binds will not fire. So, it takes me a few tries to realize I am a bit out of range. Nothing earth shaking just an annoyance. Please, standardize all the powers at a range of 70 or 80 to avoid this issue.
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  21. One note on this. My very first thought when they announced the trick arrows changes is that I could make a monster sapper. TA/Elec Turns out that mobs that endurance drain and recovery resists are too high for acid arrow to make a dent. Maybe two or three acid arrows stacking might work. So, if you couldn't sap a mob without acid arrow. You still cannot sap with acid arrow. Though most mobs are very sappble, Malta sappers being the most common exception.
  22. Trick Arrow is a monster debuffer.
  23. I am liking this build. It did well in my beta server tests. And it avoids that clunky feel that most of my dom builds seem to suffer. All the good plant controls Solid single target damage Not going to when any speed awards, but 10-11 min trapdoors Good defense Good -def, as I am running this on gold side -def is very helpful Decent recharge from Electron Haze The sets synergize well, and the -def helps the confused hit each other I am trying to avoid procs as a experiment Build:
  24. Folks have covered the obvious pool and I'm sure Tidge will be here at some point to talk about Presence for good reason. One pool I have tried extensively on the beta server with my Banes is Experimentation. I tried to take advantage of the toxic damage in the pool, but it did not work. Experimental Injection - Decent support power, melee range, nice at low level, but not needed at 50 Toxic dot - Low damage, takes awhile for the dot to finish, causes re-draw. Not enough damage considering redraw even with Venom Grenade -toxic resists Speed of Sound - Perfectly good travel power, it's the rest of the pool is the issue Corrosive Vial - Procs decently, but if you cannot immobilize the mobs it's next to useless and it has a small radius, 8', takes 14 seconds to delivery it's damage Adrenal Booster - I don't like boost powers that have a massive recharge, 600, the boosts are good at least.
  25. I tried several power variations. Swapping in or out Telsa Cage, Ice Sword, Voltaic Sentinel. The best Trapdoor time was to use Voltaic Sentinel and skip Ice Sword and Tesla Cage. 6:00 with build below 6:30-45 with combos of Ice Sword or Tesla cage Voltaic Sentinel helps keep things drained and picks off mobs with slivers of hp. This build can solo 4x8 DA, PI, and Cimerora. I died once after aggroing three groups of Carnies, only thing left when I came back was two bosses out of three groups. I'll post some combat videos in a few days. "Final" build until I think of something else:
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