Jump to content

KaizenSoze

Members
  • Posts

    2131
  • Joined

  • Last visited

Everything posted by KaizenSoze

  1. You're probably right, but I would still check because people have hand edited the costume files. There might be a trick.
  2. Well, I didn't know about the epic costume slot vs regular. You might want to ask in the Art and Multimedia or Guides forums. There is a lot of information and helpful people in both.
  3. My thinking at this point is Mu for Widows and Soul for Fortunatas. NWs need something that works in melee and their two native AOEs are cones. Mu has two targeted which is perfect because mobs are going clumped around you. Fortunatas could use a ranged single target attack that is not psi or lethal. They have plenty of native AOE. Gloom fits perfectly. Interesting discovery playing around with Mu Lighting slotting. The difference in damage between 5 slotting Power Transfer with the Apoc proc as the six and 6 slotting Apoc is less that 10 points of damage. ML slotted with PT gives a 30% chance to get 10+ endurance back each attack on a recharge of ~3 seconds depending on the build. Of course, the set bonus matter a lot, but I thought someone might find that useful. Note, Mids and in game power description differ quite a bit. The 30% end return is only show in game description. Mids implies it's every hit.
  4. I am tinkering as usual with my Night Widow build aka the Mu Widow. I am curious which pool people prefer for their Widow or Fortunatas of any flavor and why. Soul: Gloom: which has a great DPA. I find the dot part annoying, because I don't know if the dot will finish or do I need to attack again Soul Tentacles: seems to be an very proc'able cone, but it's still a cone Dark Obliteration: a good AOE proc'able or straight AOE Darkest night: I am guessing few folks take it Melee pet has anyone taken it? Mu Mu Lightning: second best ranged single target pool power it terms of damage. It can return endurance to the user 30% of the time Electrifying Fences: very proc'able immobilize AOE, the range is a bit short Ball Lightning: very proc'able AOE or straight AOE Static Discharge: decent ranged proc'able cone, but it's still a cone Ranged pet
  5. You must be running Elude to get those numbers! Cardiac is also another good choice for end heavy builds. It's usually your attacks that are draining you. Night Widows are buzz saws. Cardiac helps with that.
  6. You can get an invisible extra costume slot. I discovered this when I was writing my guide. https://archive.paragonwiki.com/wiki/Costumes#Soldiers_of_Arachnos
  7. No idea if the original developers envisioned players mixing the powers as much as players do. Maybe their thinking was, if you went crab, you took all crab attacks. Why else would have have a crab venom and frag nade replacement? Not sure what they were thinking with banes...
  8. My guess is that pets are supposed to make up the difference.
  9. I am guessing, that's because you can accidentally TP right into a spawn.
  10. I am not against buffing stamina to make earlier levels easier for everyone. Your ideal is interesting. 🙂 Here's how I feel the state of Arachnos are: Everyone needs no redraw and a better inherit. Crab soldier and Fortunatas are in a good place, except for that crab backpack. Well, giving basic controls to VEAT pets would be huge plus for crabberminds. Night Widows are on the bubble, maybe a slight increase to AOE damage. Or my high recharge time Psychic Wail swap for Psychic Scream idea. Huntsmen would be nicely improved with no redraw w/o any power changes. Or at least swapping their single target melee for ranged. Their single target ranged damage is meh IMO. Pure mace banes need help. They are out melee'ed by Night Widows, out AOE'ed and debuffed by Huntsmen and Crabs, and have nothing like the bag of tricks that a Fortunata has. And trying to mix soldier and mace attacks is redraw hell.
  11. Yes, all ATs have end problems sometimes into the mid or late game. It's just that Arachnos's inherit is increased regen and recovery. And it not does seem up to be the task. If like if blaster's inherit only gave a tiny bonus to damage. Or scrapper's crits were only 25%. Those ATs would be screaming.
  12. As a non-gaming programmer, I understand. Since, you're using the tram-monorail code. You're limited by that code. Would be nice for a future patch. Thank you as always.
  13. Emps can solo just fine. As they say, you have to build for it.
  14. This has probably been suggested a dozen times before in the thread. LRTP needs to not fire until a destination has been picked. Right now, clicking on the button fires the power and starts the ten minute cool down. This would take care of user mistakes. Example: Running a mission arc Click LRTP Realize you forgot to do something in your current zone Cancel LRTP Talk to contact, but now you have to wait ten minutes to use LRTP I know there are other travel options, but this would be a nice to have.
  15. I will add my vote in for EMP Arrow Faraday Cage effect working on the caster. It would allow me to avoid using Clarion or break frees solo. When soloing, I fight in the middle of the group, so the stay close until I get all the powers deployed. Then they run like chickens... slowly. 🙂
  16. I have been playing with different bane and widow builds on the beta server. I have probably gone through half dozen builds. Even tried out the new teleport pool. Bane damage is not comparable to Night Widow damage. I am guessing that Bane damage is a balanced around venom grenade. But the redraw eats into the DPS. Bane suggestions: Add no redraw, whoever that wonderful person is who fixed the Titan Weapons animations. Please, ask them to look at Arachnos. This has been mentioned earlier in the thread. Change Mace Beam Volley to mace based venom grenade. Obviously, this blocks taking the solider version.
  17. You are probably out of range, which I have complained about. There is no indication why it's failing, either do to range or LOS issues.
  18. So, I tried it out on my all mace Bane. Teleport Target - There needs to be a way to make it a mag 3+ teleport, being only able to TP minions isn't that useful. Maybe a special TP only enhancement set that adds +1 TP mag, that does work in PvP. Combat Teleport - Fine as is, work best with a powexec_location target bind Fold Space - This need to give better feedback on way it failed to TP any mobs. It does not give an out of range or LOS error. Otherwise, works well. It was good for gathering mobs around me for crowd control hits.
  19. I tested on a number of non resistant targets. The -resist effect was not very obvious. Defenders drain very well by default. I was hoping that it would make resistant mobs a little vulnerable. But the default end drain resistance for sappers and some static shielded EBs someone with nice enough put in an AE for me, is too high for one TA with Acid Arrow to dent. Now, 2-3 or more AAs on a target, oh yes. I see all TA teams in the future. 🙂
  20. No hate for Acid Arrow, but -resists are not turning out as useful as designed if only one teammate is TA. Now, 2-3 TA players stacking this is another story! It is still a proc monster, I have 5 procs in my builds on beta.
  21. Glue will be very necessary for some builds. Just it's not mandatory like EA, FA, IA, PGA, AA, DA, OIL, EMP for almost all builds. EMP being the other..kinda..maybe..optional power. I have been fooling around in Mids with different AT builds. I am quickly getting tight on powers due to TA being so awesome now. Trying to think of ways to reduce the build pressure.
  22. I would love to see the effect of a whole team of TA-def/cont/cor/mm on a TF. Eight Acid Arrows, Flash Arrows, EMP, etc... Might compete with those all fire/rad corrupter groups.
  23. A question, are there any particularly resistant mobs you would like me to test? Endurance drain and ToHit have been covered. How about Regen, Recharge Time, and Endurance discount? Though, I am not clear on what powers effect endurance discount. And a suggestion, it is starting to look like Acid Arrow -resists are very situational or for PvP. Now, TA has lots of useful powers, which will make builds tight. It's good problem to have, but it's still a problem. Move the -defense from AA to Poison Gas Arrow or Disruption Arrow. This makes AA much more optional like Glue Arrow. IMO, the only really skip-able power is Glue Arrow. Maybe EMP arrow is you solo a lot. Proc heavily builds need to the -defense to compensate for low accuracy. My defender proc builds have to take 8/9 powers, but at least heavily slotting is not required.
  24. I haven't tried a controller TA yet. Only Defender and Master Mind. I was thinking about making a Elec/TA, Plant/TA, or Fire/TA. PSA and SF should stack, but you won't be able to use Acid Arrow. AA inflicts a small dot. IMO a Elec/TA should consider not taking AA if they want to use sleep a lot. But darn it's hurts to lose AAs -defense. Also, see my post above. AA's -resist to endurance drain does not appear to help with mob that are resistant to said drains, like Malta sappers.
  25. First round of testing endurance drain -resists from Acid Arrow completed. I think it's the same situation as the -toHit resists, If a mob has endurance drain resists, they are so high, it's going to negate Acid Arrow's effect. This is somewhat guess work as the Power Analyzer does not show endurance drain resistance. Note, I am not talking about recovery resistance. AAs effect on recovery resistance shows nicely in the Power Analyzer. Testing attempted: Someone on discord was nice enough to point that Malta sappers have end drain resistance. I used AE 1945. Not the best for sappers, but there are always a few on the first map. I was using my TA/Elec/Mu defender with fully end slotted Power Sink and Short Circuit, end drain is at max power. Test subject, con sapper held with Ice Arrow, so no end usage from it attacking me. Two rounds of power sink fully slotted for end drain. Endurance stayed at 100%, ie no effect. Acid Arrow applied. Endurance stayed at 100% with AA applied and two rounds of power sink. Also, I waited for any -recovery to wear off. If I cannot overcome the end drain resistance of a even con minion, then the end drain -resist is going to work on any resistant mobs. Unless there is something special about sappers. Any other mob suggestions to test on? Of course, against non-resist mobs, the Power Sink and Short Circuit can drain a 54 boss in one round. Maybe 2-3 players with TA could debuff end drain resistance to matter, but it's not happening with just one player. The changes are still awesome, just wanted to see if AAs -resists would allow mobs known for particular resistance could be effected.
×
×
  • Create New...