
KaizenSoze
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I have a dream... that one day the devs will give a through review of VEATs. And in that dream I presented them a cheat sheet of the key issues facing VEATs created by the VEAT community. I wanted the vetern VEATs player to have a place to comment w/o the general scrum of the suggestion forum. Feedback added from: @arcane @MidnighterClubPatron @mcdoogs Costume issues by all VEATs: Weapon re-draw More Customization More than one Arachnos costume slot Inherit: I have learned that it was always just a token power to give all ATs an inherit. Still two suggestions would be to raise it's power to make it useful. Or give a 10-20 buffs to VEATs. This would avoid a lot endurance issues leveling and resolve the endurance expensive claw attack issue. Shared issues faced by Widows/Fortunatas: Claw attacks endurance costs Claw attacks are very expensive for the damage and are the cause of most Widow endurance issues Claw attacks should be allowed to slot slow pieces. They already do slow and -recharge. Night Widow specific: Build Up vs Follow up Fortunatas can pick both and Night Widows cannot Psychic scream A poor T9, 2.67 cast, 17 end, 30x60 cone, below average proc rate Tweak options: Overhaul cast, cone size, damage Overhaul: Psychic Wail with double the recharge of the Fort version, or my favorite, low recharge Concealment: Misdirection. Smoke grenade 3.75 -toHit, maxed out at 5.94. Raise the -toHit. Note, it is already unresistant-able. Mental Blast Weak compared to Poison Dart, 59 vs 72 base damage Make damage equal Eviscerate Cone is too shallow or narrow. Note, a lot of non-VEAT ATs skip this power. Make wider or deeper. Or fix the T9, so we don't care. Fortunata: Mental Blast Weak compared to Poison Dart, 59 vs 72 base damage Make damage equal Psychic Scream A poor attack, 2.67 cast, 14 end, 30x60 cone, below average proc rate Widen cone or increase damage or raise recharge for better proc rate Scramble Thoughts 3 second cast. Lower cast, raise recharge to compensate, or lower cast and make it do more damage Soldiers of Arachnos: Need feedback, Huntsmen seem to do fine as AOE machines. Wide Area Web Grenade 10 radius, would be nice if it was 15 Bane: There is something off about mace attack animations. A sense of wasted time at the beginning and end of attack. Would be great if someone could quantify it. Banes lack either Fortification or scaling resists. They could use a something to make them more durable like DDR. For some reason all Bane ranged attacks take 2 seconds to cast. Regardless of damage. These three attacks have the same issues. Low damage, knock back tax, poor proc rates Mace Beam Tweaks: Remove knock back or make it 100% chance. Change damage to toxic/smash, to leverage venom nades -40% toxic resists or add -resist Mace Blast and Mace Beam Volley Tweaks: Remove knock back or make a high chance, its 30% now Raise damage and recharge Overhaul: Turn these two powers into venom nade and frag nade. Lite versions if it is deemed to powerful. Poisonous Ray Lower cast time, extend range it's 40 now, raise recharge to compensate Web Cocoon Lower cast time, extend range. Bring it up to Fortunata Dominate performance. Crab: I don't play crabs, need help here. Crab backpack I want other visual options for the crabpack Omega Maneuver Recharge or damage improved. Pet durability and/or the ability to protect them. Some players do not seem to have this problem. Maybe some quality of life improvements. Non-crabberminds what are your issues? I know single target damage is an issue. Patron Pools Leviathan Mastery Mace Mastery Mu Mastery Soul Mastery Spirit Shark Mace Blast Mu Lightning Gloom School of Sharks Web Envelope Electrifying Fences Soul Tentacles Bile Spray Disruptor Blast Ball Lightning Dark Obliteration Arctic Breath Shatter Armor Static Discharge Darkest Night Summon Guardian Summon Blaster Summon Striker Summon Widow Leviathan Mastery Long cast times, nothing faster than 2.3 second, narrow cones nothing wider than 30 deg, nothing is really good Mace Mastery Knockback tax, long cast times 2 second plus, redraw, one very high damage melee attack Mu Mastery Decent pool, AOEs proc decently, endurance return is nice, fast cast times Soul Mastery Gloom makes the pool, Soul Tentacles is poor 25 degree cone, Dark Obliteration is on par with Mu Suggestion review the cast/damage/cone width, Mace should hit harder for all the minuses, Leviathan needs an overhaul. Meta game play (Very Opinionated, slightly crazy ideas): To make Night Widows unique, give them a Misdirection like power. Make them the placate mistresses. Raises damages and adds durability. And/Or make them a toHit debuffer. Banes should be the toxic stalker/debuffer, add more -resists powers. Leverage venom nades power with more toxic damage. Fortunatas are in a good place, just need some minor power tweaks. Other player suggestions, less crazy: Raise damage cap to 500%. I think this would be a good idea for Night Widows and Banes. Might make Fortunta and Crabs overpowered.
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Has anyone figured out where the prisoner bosses tend to hang out in Brickstown? You only get 3 bosses for each prisoner escape event. Or is there a good mission?
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Another tip if you're having issues getting the defeat 20 UNSEELIE badge. This happened on one of my chars because the other teams in the league were wiping out the UNSEELIE so quickly that I wasn't getting credit. Hunt Jack or Eochai in another sub 50 zone. Eden is good for this because the spawns are close to the teleport. The UNSEELIE levels will be limited by the zone level. So, it's easy to defeat them and ignore the GM. Nobody hunts the GMs in the sub 50 zones. So, you aren't causing issues for other players.
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You should post your build. I suspect you could improve your recharge with different slotting.
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I have been dabbling with dual boxing on the same machine. Very helpful on Trick or Tricks leagues when there aren't enough ican slotted players. What do you think would make a good pair? I figure there's two ways to go. One build is support, buff, debuffs that follows. The other active where you do most of the playing. Or ones that alternate depending on mobs or power recharging. Both can be primary some of the time.
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A use the target_location macro a lot. The are occasions when they refuses to work sometimes. ITF towers for instance. I was in a team running those ruin maps with all the werewolf spawns. I use "target_location target" for both tar patch and whirlpool. Tar patch was failing about 30% of the time on that map. Whirlpool always worked. I fired them back to back on the same targets. Both have the same 25 radius. Tar patch shows as location AOE. Whirlpool is a pseudo pet. Just mentioning it in case it helps troubleshoot these issues in the code. City of data entries: https://cod.uberguy.net./html/power.html?power=redirects.dark_miasma.tar&at=defender https://cod.uberguy.net./html/entity.html?entity=pets_whirlpool_defender
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If you were required to join a COX villain group as a member. Which one and why? For me, Carnival of Shadows, they just want to have fun! Love their whole costume theme, very different from most of the groups.
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Whispered Rumor tip mission during the Halloween. The typo occurs when you defeat the final boss. You have defeated Libri Vermis and recovered the (a?) Malleus Mundi. The defeat message has the typo which shows up in the chat window. Saw the same typo on multiple runs.
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There is always my Lazy Imp build:
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It's fixed in the latest patch. I ran right after server restart and it worked.
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If you were in PI yesterday. It was incredible laggy. That might have slowed the notification time to show long after the increment.
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This is not true. If you get a duplicate costume drop it counts against the total. I got the badge on two different chars yesterday. So, I paid a lot of attention.
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The last patch fixed it!
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I have been wanting to try Dark Miasma for awhile, but haven't found a combo I that made my happy. This one has potential. Good single target/aoe attacks. Plenty of -acc and -resist. Two good holds. Depending on -acc to cover my defense holes. Probably an end hog. Thought?
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A lot of discussion about the inherit in the last round of discussion. The core of the Widow end issues are the expensive claw attacks for their damage. See the end of the thread for more detail discussion about claw costs.
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Thanks for the great suggestions. Let me elaborate on my thinking about Ill/Rad. In my mind there are two phases to a fight. In reality this might not work at all. 🙂 Absorbing the alpha, aggro phase. Illusionist drop Phantom Army which takes care of the alpha and collapses the mobs into an "angry clump". *trademark pending* Then fire toggle debuffs on boss/eb/av. Controller then can go passive Second phase is mob clean up. Crabbermind handles this phase. That might turn out to be much management. The idea of a very passive defender following along is definitely less management. Maybe */ice for the slows. Runners are what get me in trouble, because the pets aggro other groups. Once, I get my badger far enough along. I'll try things out of the beta server.
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How many people get the Arena and PvP defeat badges by multi-boxing?
KaizenSoze replied to Zhym's topic in Badges
The arena just sucks. The interface is very glitchy. I have had the match starts glitch out a number of times. I only torture my SG mates for the ones I cannot do by myself, pentad and swiss draw. As for PvP zones, on Excelsior only badgers like me visit. The very rare time a PvPer shows up, everyone leaves because we know they have a specialized build. It's no fun fighting against a PvP build with your PvE build. -
Thank you for the research. I'll edit the OP to reflect. Sometimes I forget to be specific about stuff like this.
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The first build is the thread is my TA/DP defender. I haven't changed it since then.
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I consider from time to time creating a Crabbermind, but when I try it out on beta. It's too much management. But I have been duo boxing a lot recently for badgers and the thought occurred to me. What if I duo boxed the Crabbermind? Another build that would help keep the pets alive. Or take aggro. Or debuff the mobs so hard that the pets would be mostly safe. But also be low maintenance. So, I could focus on crab offensive. One thought was Ill/Rad controller. Phantom army to hold aggro. Rad debuffs to protect the pets and provide offensive. Thoughts?
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List of badges that only the team leader receives
KaizenSoze replied to KaizenSoze's topic in Badges
Minor one. AE alignment missions. The missions on Excelsior will complete as soon as you enter. Other members will not get the badge. Kind of obvious, but I am trying to capture the edge cases. -
Yes, I checked also, but didn't see any prisoners. I am guessing Tuesday restarts are not full restarts most of the time? I mean all components are the "server" are not restarted, only ones that need it. I suspect the next patch might reset it. Guessing of course, that would cause a full restart. Sucks because I need those badges too.
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This happens once and awhile. The Tuesday server restart should fix it. Stray freakshow are usually easy find, they are usually in the parking lot perimeter. Prisoners on the other hand. I check the surrounding area, kill what I find, but it doesn't fix it. No idea where those mobs are hiding. I opened a ticket about a few days ago, but as you said they cannot fix it.
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List of badges that only the team leader receives
KaizenSoze replied to KaizenSoze's topic in Badges
Turns out, not a bug. It was pointed out to me on the wiki. If a char does not "contribute" enough to the event, I guess damage. Then they don't get the badge. Good to know.