ExeErdna
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Everything posted by ExeErdna
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From a recent build it's Mind/Poison controller. With procs I feel like a blaster at times. I didn't go crazy as I could yet I'm so glad we got Ice Mistral now for slows since my Neurotoxic breath is fun to use. I can also say Ice Control needs them too since you can do the same double slow damage proc on Shiver which has one of the widest arcs for anything I've seen in game. You can have a lot of fun procing Flash Freeze as well since it auto hits now. Ice/TA or Poison might be something I might plan out
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I'm finishing up a Demons/Sonic and its decent more so due to demons than sonic. Yes the Sonic Dispersion needs cover sleep because there's been too many times I got popped by some sleep move and I didn't even hear it. Liquify would 100% be on the build if the CD was shorter or lasted longer since it helped me solo some AV's when I was doing Scirocco's patron missions. I only picked sonic because I didn't want to heal since a lot of healing sets like Nature need you to lean on it more and knew the Ember demon's res aura would stack so overall as a group we're tanky,. Yet that psychic hole can be too nasty at times plus I couldn't get my def to way I thought it would be. So it's hit and miss in group content. Clarity wouldn't be skipped if it was an AOE and wasn't so late it's pointless 35+ you're pass the hell of Ruin Mages and other characters can cover themselves decent by that point.
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Focused Feedback: Power Changes (Release Candidates)
ExeErdna replied to Arcanum's topic in [Open Beta] Focused Feedback
From what I've read ALL the Origin Pools have something "busted" about them. Personally I would want those T5 to be like 120sec so maybe squishes don't have to take Clarion at 50 or get killed by just being near all the CC mobs throw around. Like how each T5 Origin Pool soft replaces a Destiny pick. RoP is Clarion and Barrier all before lv 20 which can keep you from getting killed by Ruin Mages on Posi 1. My issue is that quite a few times I ended up being the only support on a team and you start to feel it without some sort of natural mitigation. Sonic, Elec and Traps have something to help that Mez hole yet for others you end up avoiding content. Like I know people that don't want to fight Carnies or Malta due to their mez happy ways when you slip up. Also yes Tactics, Combat Jumping and Teleport, Tough and Weave are vital as hell when you can make it fit. I WISH I could fit more build with CT since it's cool to use. Personally I don't care about flying like 100mph I just wanna Hover 40-50mph so I can just take that over Fly then use CT to poof into mobs or by allies. -
Focused Feedback: Power Changes (Build 1)
ExeErdna replied to Arcanum's topic in [Open Beta] Focused Feedback
It wouldn't be "overperforming" if you wasn't already a Stalker. It's made to not be used by melee like that. It's something for the characters that lack protection and can give up 3 slots. Also Force of Nature and Surge Power are bad because the crash kills you, it's why melee types skip that buff in majority of builds since for one they reach their caps. So they don't need it. That's why a more frail class would skip it since it is unreliable isn't worth investing in, plus you gotta be 41 to get it. RoP is a nice pick because you can get what you need before 20 which also apply to other currently 2, and soon to be 4 origin based power pools. Looking at Gadgetry and Utility Belt both have healing based t5 for any melee is looks "too strong" yet for that controller, defender or mastermind it's nice. We gonna be right back here when the last two drop especially that UB since for sure people are gonna want that freerunning and flying kick on most melee builds. Somethings are gonna be powerful and it's fine. It's better somebody uses it over going "nah I'll skip it" -
Focused Feedback: Power Changes (Build 1)
ExeErdna replied to Arcanum's topic in [Open Beta] Focused Feedback
It's because of something I said farther back in the thread. The 90 secs allow you to bounce it off Clarion Radial if you're running 50 content solo as a controller(mainly),defender,corruptor. Honestly for CD these t5 powers have 90 secs is nice, 2mins would be better, 1min isn't right at all. Since other classes have natural ways to protect themselves. RoP is redundant on any class that has armor yet maybe needed on one that doesn't. Which is why I also said Unleash Potential and Adrenal Booster need mez too. Since we're still missing Gadgetry and Utility Belt it is too early to talk about any sort of nerfs with these power pools to the level of nerfing RoP's time. If anything they all should last 90sec because they're gimmicky for one and clearly for character that aren't that offensively powerful to have some extra options. It's always better to buff first than nerf over just nerfing. -
Focused Feedback: Power Changes (Build 1)
ExeErdna replied to Arcanum's topic in [Open Beta] Focused Feedback
I've tried them all RoP is the great one, Unrelenting is the worse one and UP and AB are pretty much the same. Instead of nerfing RoP the others need to brought up because their pools are interesting. Since there's still 2 more of these types of powers choices to be finished we honestly shouldn't be nerfing until we see something really broken and RoP requires you to give up something for it to work. -
Focused Feedback: Power Changes (Build 1)
ExeErdna replied to Arcanum's topic in [Open Beta] Focused Feedback
That's the whole logic behind Sorcery, it has the most consistent set of powers. Having RoP as a pocket Clarion early is legit a life saver, the whole set is the dream for controllers. You can get "deal" with getting Tough and not Weave at times. You can skip not going all the way to Victory Rush, especially if your own end is extremely stabilized. Then Vengeance is niche but when it goes off it is nice. I don't want to skip Combat Jumping at all in pretty much any build. Finally I can skip Speed but it has some very fun gimmicks with Burnout. Between these and the Epic/Patron pools it's hard to make something unique when what's safe just works so much better. -
Focused Feedback: Power Changes (Build 1)
ExeErdna replied to Arcanum's topic in [Open Beta] Focused Feedback
I agree with this too I made few ninjas and the logic here seems to be reversed. Kuji-Rin only needs 1 recharge to be perma'ed. It can easily double stack which help versus Malta,Carnies, Thorns. Yet if you're on an escort/kidnapping type of mission with that mob now you cannot solo it. You're gonna get mezzed and those Malta flashbangs last an obscenely long time. I'll always rather turn off stealth to escort than turn off mez protection. The how I slot Shinobi-Iri is normally 4 with the defensive set itself and maybe 2 for half of the jumping set -
Focused Feedback: Power Changes (Build 1)
ExeErdna replied to Arcanum's topic in [Open Beta] Focused Feedback
I agree, the only time I took Adrenal or Unleash is on beta builds like they work yet also become too janky to use especially once you get incarnate levels plus you normally are only able to access them but cutting out a lot of primary and secondary. Like I DO like Enflame and Corrosive Vial my issue is even when they synergize with the build they feel weak. Like they should be a go to for controllers that want some solid AOE damage. Also a reason why people skip Enflame is that when you color it doesn't have the flame patch. With the Vial it doesn't change colors of the vial itself. Like one of my last beta builds was plant/traps so I was able to skip a whole lot, I was able to 6 slot the vial with Ragnarok the KD was reliable, the damage not so much. I also agree on making the recharge time half because for the damage they do isn't worth the CD. Yeah nerfing RoP is bad since A LOT of builds use it to protect them versus mez happy things early to mid game. Plus it was a synergy with Clarion Radial when soloing 50 content with characters like controllers/defenders/etc. These t5 should have been buffed to 90 sec and given some sort of mez -
Now that I've found the ultimate team player... what's the opposite?
ExeErdna replied to Aeroprism's topic in Controller
Traps to me the big skipables are Triage Beacon and Time Bomb. You can have fun with the Frozen Blast Proc in Caltrops, Seeker Drones maybe a bit sus yet once you have some macros you can honestly start some fights with Seekers since they'll take an Alpha Strike allowing you set up a bit. Depending on your comfort with Trip Mine that's also skipable yet it's solid if you're running a build that uses Fold Space 2-3 mines, the 1-2 layers of caltrops/mortars and the poison trap will ruin most +3 groups. It's slow as all hell solo yet very safe. Also I found that the Energy Font Procs works very well with Seekers. -
It depends on the epic pool you're going for. Since with Traps I normally go for Mace for the armor so I can get the most out of Def. Yet what you do to make room is start cutting things from your secondary. If you're picking Traps/Rad you mainly want most of Rad's AOE's your snipe of course. Also don't get Time Bomb from the play testing I've done it's still not as powerful as the mines and still takes too long to recharge. Honestly 2-3mines is enough to kill if not severely weaken mobs since I was testing at +3/8. With using Fold Space you want to invest in the accuracy, recharge for sure so drop 1 more slot there. Yet you gotta get use to what is 100m because you can be short and only pull like 1-3 enemies into your box of toys. I forgot to add I didn't take web grenade when I was testing since I didn't care for it.
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I made one on Brainstorm and it's powerful yet you have to be proactive since if you're gonna be running offensive most of the time you're gonna get good with switching to Defensive and popping Ablative Carapace. With Hand Clap I normally run 2 acc/recharge pieces from purple set, force feedback and the KB to KD procs.
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Even out of those only Overload is "decent" since it throws out PBAOE Stun the rest are just bad. Yeah all of them add a lot of end gain yet those problems are normally done with melee before 38. Even in Elude you can die from two bad rolls or fighting one(or more) of those Rad Longbow
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With Rad and Permahasten you should have enough CD for Rib Cracker>Heavy Blow>Rib Cracker. Yet the late game flow is Rib Cracker>Heavy Blow>Shin Breaker since you're Rad Armor. yet normally it's Shin Breaker>Rib Cracker>Heavy Blow>Crushing Uppercut for ST or Spinning Strike for AOE. Yet remember late game Shin Breaker can kill some enemies outright so adjust the flow personally I open with Combat Readiness>Spinning Strike>Shin Breaker>Rib Cracker>Heavy Blow>Crushing Uppercut.
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The main reason for permadom to me is being immune to being mezzed. To have your dom drop in the middle of a group is one of the worse things. Especially if you're fighting Malta, Carnies, Longbow or Arachnos.
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My recent dom I've built on beta and now is building on live is Mind/Martial. My play-style is mainly like a mid-ranged. So I didn't take any of the kicks in Martial since there's just not enough points and to me they're not strong enough to justify them. It's 100% fun to me yet the strength is mainly on TK and Caltrops combo. I got to build pretty cold build having like .78 end use at 50 then I went Vigor radial made me much cooler. Where I could play with TK up and it wouldn't really bite into my end. Then putting the Frozen Blast set on Caltrops been my thing for a year now. Honestly I think that's the #1 skill that makes use of the proc since I've used it on "rain" type skills and wouldn't get a single proc. Yet on Caltrops it is thing a beauty to have 2-3 patches down and having mobs just melt because they're either immo, feared, confused, and or held on top of them. Exploding Shuriken is underpowered since it should be a t9 "Fireball" of sorts. Or give the "AOE" aspect a KD since that dot is more so for visual cool points. Envenomed Blades is interesting to have since its is kinda easy to perma it, the "damage" is so so but the ToHit is nice. Also I'm thinking of switching my points invested in Shuriken throw for Levitate and skipping mesmerize. When it comes down to secondaries I am comfortable with I would say Savage is the overall "best" if you have a primary with PBAOEs. From my own experience, it's Dark, Fire, Plant(its works with everything), Ice and Elec. Martial is good if you wanna play a bit on "hard mode". Fire is always good in this game. I personally don't like Psi and honestly started to get annoyed at how much you need to invest in the Earth side for it to be good which and leave a primary weak. I honestly need to hop on the beta and make a plant/thorn to see if my theories for it are right.
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From my playing with builds on the test server Hybrid Assault Core is oppressively good when you can notice it. Like I been running a Fire/Fire tanker and I do notice a different between both core and radial. With any sort of dots would want core over radial, it's easier to keep the stacks up. Radial is weird like when it works its really cool yet core is just safe for so many builds. Assault Core has the same "set it and forget it" that Support Radial has when something just works because they're in your damage it's good. Assault Radial is good when you have powerful single strikes like EM, SS, WM, Axe, TW. YET if they have good AOE they also take well from Core due to being to keep stacks up. SO something like MA, SS and EM are like the "best" for radial from what I've played with.
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Focused Feedback: Energy Melee Revamp
ExeErdna replied to Jimmy's topic in [Open Beta] Focused Feedback
This is such truth I've had throw away moves hit more consistently than AS after Build Up from stealth. -
Focused Feedback: Other Powers Changes
ExeErdna replied to Jimmy's topic in [Open Beta] Focused Feedback
I also do not agree with changes to movement especially with the beast/ninja run since we're unable to place IO/SO's to drop how hot they are it is a choice for people want to use such over picking more standardized movement option. I use beast and ninja run on characters where I really cannot fit a normal movement choice on there. Like my Dark/Savage Dom that uses beast and my Spider that uses ninja. In fact for the MA/SR stalker I was testing with I just use ninja because I really can't afford to drop in super speed or anything else. I even skipped combat jumping because I knew it didn't work with build I was going for. The stack for sprint w/ ninja(beast) is good because it is the lesser version it is hot, you have to build right and or have the right AT like a Dom so you're not punished for running hotter than normal. Since I like having the theme and the speed without it being overwhelming like how it is with SS or SJ personally. Ninja/Beast fit in the middle where yes you cannot modify anything yet it just seems to work right. -
Focused Feedback: Other Powers Changes
ExeErdna replied to Jimmy's topic in [Open Beta] Focused Feedback
That'll make it a Targeted AOE which im perfectly fine with having Rangarok in there for a knockdown. -
Focused Feedback: Trick Arrow Revamp
ExeErdna replied to Jimmy's topic in [Open Beta] Focused Feedback
TA/Traps would be the meme and honest fix the issue people I included are having with EMP Arrow atm. Damn thinking about it. I want TA as a controller primary now. -
Focused Feedback: Trick Arrow Revamp
ExeErdna replied to Jimmy's topic in [Open Beta] Focused Feedback
My first thing I want is to be able to color the whole set now that EMP arrow is a pet it takes the color of your choice, unlike the rest of the set which is set a default. I kinda Agree with Tath99 I kinda want the Tactical Arrow's net dot on Trick Arrow since currently I only throw a hami on it and it's good. There should be a bit more incentive for slotting since Ice Arrow is better. Then Like KaizenSoze said the EMP Arrow should affect the user since current change is kinda redundant if I can't get anything good from it because it lasts a long time. If it can prevent me from and the group from getting mezzed and or drained it would be nice. What would be a dream yet not for this patch would be having in Targeted AOE Immo arrow yet that's more or less moving Trick Arrow into a controller primary set. Or it could be something a new Epic set could use. As of now TA is really good it allows the set to shine if you want the arrows to just be a Targeted AOE I use these macros, they help me at lease. /macroimage "TrickArrow_DebuffDamRes" "Disruption Arrow" "powexec_location target Disruption Arrow" /macroimage "TrickArrow_Knockdown" "Oil Slick Arrow" "powexec_location target Oil Slick Arrow" /macroimage "TrickArrow_Stun" "EMP Arrow" "powexec_location target EMP Arrow" -
Focused Feedback: Titan Weapons Revamp
ExeErdna replied to Jimmy's topic in [Open Beta] Focused Feedback
I'm overall fine with momentum changes now TW has an interesting rotation that requires using the whole set to try to keep the momentum up completely. Yet it doesn't feel strong unless you're specing into it being strong. I made an RA/TW tanker and imo TW needs to keep the tanker AOE across the board due to the lack of depth perception at times those "5 feet" aren't breaking much. It's easier to use but still hard to master and mastery needs a something more than the momentum. I'm cool with it losing the dot(since the dot only makes sense if you're using the bladed titan weapons imo) yet the range the set needs that to feel right. -
Focused Feedback: Trick Arrow Revamp
ExeErdna replied to Jimmy's topic in [Open Beta] Focused Feedback
The first thing I like is honestly being able to use EMP Arrow, I normally skipped it due to that nasty -end debuff on me. I made a TA/FB/Mace Defender since I didn't feel like making a heavy proc monster since I wanted to focus on what the set could do kinda "raw". The cooldowns for sure feel a lot better so you can solo casually at +2/8 versus most end game mobs. Personally the most problematic has been Thorns because of how Death Mages resist most holds. Carnies and Malta haven't been that much a problem. Counsel is fodder. I kinda wanna see how the build works in a proper group I think I'm getting a bit of misinformation due to being buffed while solo. Casually it's great I'll make one for sure. -
So it basically turns it into "Hunter's Mark" I think it'll be a good replacement for the "Aim" skills the AT gets since the timing is overall the same. Since the buff lasts 15sec or so and takes more or less a minute to comeback. Which could make "Opportunity Strikes" pull of some time off the CD of that skill. Making it an "Assassin's Mark" lite.