
KaizenSoze
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Focused Feedback: Trick Arrow Revamp
KaizenSoze replied to Jimmy's topic in [Open Beta] Focused Feedback
AVs melting that fast implies a very strong team. There have been many threads about people with different ATs complaining feeling useless in eight person teams. -
What it lacks in damage, it makes up for in chaos? (build feedback)
KaizenSoze replied to monkeygodbob's topic in Defender
Remember to fly up before casting LS would fall under being careful. 🙂 If you run into a nice pack and Thunder Strike. Folks will notice Being good with KB is a very useful skill. It does take practice. -
What it lacks in damage, it makes up for in chaos? (build feedback)
KaizenSoze replied to monkeygodbob's topic in Defender
You have great defense and resists. I would slot of more damage in tornado. Teams will hate you unless you are very careful with Lightning Storm and Thunder Strike. -
Let me add a little more context to why TA is great now. And temper the hype a tiny bit. All the damage potential is there in TA right now. The new stuff doesn't really add more. What is make is so great now is damage mitigation. Defenders get the highest -tohit and -damage modifiers. I was able to get flash arrow -toHit with slotting and incarnate up to -35%, half of which is not resistible. On power that does not aggro, end cheap, and recharges in 15 seconds. PSA provides 25% un-resistible -damage with a cap of 50%. And can be made perma easily. To me, this is the core improvement. And cheap to achieve at low levels. Now for a bit of reality. You will not be wiping 4x8 mobs until you have spent significant influence on procs. Most of your damage is Dual Pistols and Oil Slick Arrow. A lower damage, but still good combo and much cheaper is TA/Ice. Mobs that have serious def debuff will eat you alive. See Arachnos. EMP is not a substitute for mezz protection. See Carnies or a lot of mobs in Dark Astoria. You will be a great asset to any team. Especially at low levels. Here a example TA/DP build with only IOs to give you a starting place.
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Instead of improving your favorite build. How would cripple it in a non-obvious way. Example: Night Widow/Fortunata - make Celerity: Stealth and Mask Presence not work together. NW/Fort stealth is not good enough on it's own to allow you to stand in crowds. Add Celerity: Stealth and it's close to base stalker stealth. Without that combo, stealth critical strikes become much harder to setup. Solo mission become much more dangerous.
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If you're a hero find the contact, Ephram Sha, near the Flicker rune circle. The villain contact is Maharaj near the Fading Nimbus rune circle. These contacts will give you repeating missions from a list of eight missions which differ between contacts. So what, you say. Pros: In DA your +3 incarnate powers work, so you'll be fighting at 53, not 51 like in PI. There are no hostage missions from Sha. There is one where you have to lead a NPC to a spot. No blue caves! No carnies. I like carnies, but most people do not. It is much easier to power level lowbies, because you can clear missions faster at 53 than 51. Cons: More travel, DA is bigger than PI in terms of practical space. Mobs are nasty to squishes. Lots of cones and AOE attacks. So, expect more deaths. More pop up ambushes. See previous point.
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I figured a picture(s) is worth a thousand words. Here is my TA/DP defender wiping out a spawn of 4x8 council in around a min. Including one boss. You can tell from the timestamps in the chat widow. I didn't even use Destiny, Judgement, or Hybrid Assault. Obviously, there is variation, but I would say it took more than 90-120 second to swipe council group out. Depends a lot on runners.
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What's the story with Contagious Confusion?
KaizenSoze replied to Vanden's topic in General Discussion
I guess I am the only one that finds putting the full set into my Fortunata's Aura of Confusion useful. Stealth into a spawn, fire AOC, most of the time everything will be confused. Including the bosses. The high recharge on AOC gives a very good proc rate on the confusion proc. The best part is that AOC is non-notifying. I can stand there for a few seconds till they alpha each other then nuke. -
Focused Feedback: Trick Arrow Revamp
KaizenSoze replied to Jimmy's topic in [Open Beta] Focused Feedback
I would temper my expectation about AA and end drain. Search the thread for "sapper". Short version, is that is does not seem to make that much of a difference on normal mobs and have no effect on end drain resistant mobs. That is for one AA at a time, stacking AAs from multiple players should have an effect. I have not been able to test it, but I trust Boppers math. -
Focused Feedback: Trick Arrow Revamp
KaizenSoze replied to Jimmy's topic in [Open Beta] Focused Feedback
Hah. I have an AR/dev blaster, was my first love on Homecoming. I made a Ninja/TA and a Necro/TA on the beta server. I am not a MM expert, barely play them, but I was able to solo some 4x8 content. -
Focused Feedback: Trick Arrow Revamp
KaizenSoze replied to Jimmy's topic in [Open Beta] Focused Feedback
I hate to say it, but I think you are going to be disappointed with the end drain. I thought exactly as you did. My first build to test TA was TA/Elec with heavy end drain slotting. I think I posted it earlier in this thread. I definitely posted our comments. In my experience, mobs you could drain in two shots, still take two shots with AA. Mobs that resistant to end drain, have more resistance than at least one AA can overcome. -
Focused Feedback: Trick Arrow Revamp
KaizenSoze replied to Jimmy's topic in [Open Beta] Focused Feedback
I did a quick test to verify the -perception aka blinding is still working. Power analyze a mob in the PI parking lot Power analyze shows 45.0 perception Flash Arrow drops the perception to .05 Turn off all stealth Run tight circles around the mob No Aggro It appears to be working as before. -
Focused Feedback: Trick Arrow Revamp
KaizenSoze replied to Jimmy's topic in [Open Beta] Focused Feedback
The -special scaling against purple has been lackluster. For instance, it had no practical effect on an even con sapper, which has good endurance drain resists. 2+ TA players could make -special useful. I can already see all TA teams, like there are all Fire/Rad corruptor teams. I just don't want the -def to go away. I think it will be useful in many contexts, solo, exp'ed down, or herding newbies at high levels. The -def will allow the lowbies to hit the +4 or +5 in DA radios I like to run. As for the cast time, it's not a big deal. I can stand in the middle of a group after FA. AA->GA->PSA->OSA->DA in under 7 seconds. Let's call it 10 second all said an done. Then it's Hail of Bullets flaming death time. I used bind powexec_location to get them out that fast. I don't know why AA has a 1.83 cast time. I wouldn't complain if was dropped to 1.16 like others. It's still very quick. You want a slow cast time, let's talk about Hail of Bullets 4.17 second cast time! -
What kinds of badges would you like to see added?
KaizenSoze replied to EmperorSteele's topic in Badges
I made a silly badge suggestion. More funny or Easter egg badges would be great. -
As it stands now. Badge hunters have to use some tedious tricks to get all of the healing, damage dealt, damage taken, and mezzed badges. Non-healing ATs have to take Rebirth Core Epiphany and stand in a certain crowd in Mercy Island spamming for hours. Farming Mender Ramiel's alpha slot mission for damage dealt. Resting in Lava or various other damage patches for damage taken. Turning off mez protection, which is not possible for some chars due to auto powers. Then letting a sapper stun you over and over for mez time. If these statistics were shared between teams like kill X badges, then that would encourage teaming. And reduce the tedium for badge hunters.
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Focused Feedback: Trick Arrow Revamp
KaizenSoze replied to Jimmy's topic in [Open Beta] Focused Feedback
Depends on your build. I need the minus -def and I will take any extra -tohit, because I am soloing 4x8 on the beta server. If you have a primary or secondary with slows, then Glue Arrow seems like overkill. If you have an high accuracy build, then maybe Acid Arrow is overkill. Keep in mind that at lower levels the -def will be very helpful for poorly slotted teams. Think Sky Raider force field generators. -
Focused Feedback: Trick Arrow Revamp
KaizenSoze replied to Jimmy's topic in [Open Beta] Focused Feedback
For proc heavy builds, the -def from AA is needed. I can tell once it wears off in 4x8 missions, because I start missing a lot, even with tactics. AA allows me to load up on procs like crazy. Since, AA has a long recharge the procs have a high trigger percentage. Please, don't change the -def. Example build I have been running on beta, TA/DP Defender: -
No redraw is available for bow and gun. No swapping.
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Flash Arrow and Poison Gas Arrow handle the mitigation very nicely. They recharge fast enough that you can reapply as needed. I can stand in the middle of a spawn and fire away at 4x8 council.
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I think I have found the TA proc monster. Pair it with Dual Pistols and boom. The -def debuff plus tactics solve any accuracy issues. Then you can max slot any DP attack for procs. Can solo 4x6 Carnies and Arachnos, yes 6. 4x8 get you two bosses which can be brutal. Debuffs + Oil Slick Arrow + Fire ammo + Hail of Bullets = lots of dead mobs fast
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This is a great build. Handles 4x8 Arachnos a lot easier than my Fortunata or Night Widow. Not easy, but easier. Carnies are a challenge, but Melee Core helps with both Arachnos and Carnies psi and toxic damage.
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It's not just that Hydra do toxic damage. They are incredible accurate! Same problem with Arachnos Mu's. Only my Night Tank build could face tank the pylons in Apex.
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How does this build do against Arachnos? The mistresses will debuff your defense to single digits in most categories at 4x8. Edit: I see you have 50% DDR. Edit 2: Definitely, worth testing on the beta server.