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Mezmera

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Everything posted by Mezmera

  1. Sorry I just logged into game and tested it so I wasn't blowing smoke up your you know the thing. Anywho it recharges at 154s so juuuuuussttt over the mark so I AM a liar. I do have Agility alpha so recharge is well overslotted internally on this power plus all of my global recharge.
  2. Well to be fair my dom has Unleash Potential down to a sub 150s recharge. With the math on that Rune calculation that'd be 150s. So I'm a liar 😛
  3. True but those aren't typically the players picking up RoP to begin with. Once you're hit with those statuses you're keen to learn how to avoid them then that's where you may have these players picking up RoP. On a squishy I'm under the assumption every mob has a mezzer so I'm leading in with anticipation.
  4. It's a nice little addition but I'd hope more players than not go into the fight with the anticipation of the mob pushing back in what ways they do. It wasn't all that hard to pause a second, click RoP if it's up and then go into the fight with both mez protection AND resistance. With this change it's more or less allowing for more people to be reactionary instead of anticipatory. That's not better habit building imo. As a squishy you can always stop and get breakfrees or the defense amplifier temp power as is being pointed out by others on the side of the fence of sure why have RoP as a crutch, what RoP does is allow you to sacrifice some powers for the same effect as bfs and temp powers so you don't have to take time out of your day to stop at the shops and can just get right into playing. The 30% resistance to all is the draw on this power to me so when it's available why not use it.
  5. To me it seems the design intent from the original devs was that with these being locked so that you could only take the one origin specific to you that these were intended to be more of a mini secondary that anyone with that origin could benefit from. It would also be a move to freshen up some of your old characters by giving them some new toys to play with. I think pool powers in general are a good idea, everyone has access to them and some can fit in something that may be lacking from your regular powers. I don't have a problem with pool powers being good since everyone can access them. I'd think as someone else is pointing out that maybe powers in your primary or secondary being crap are more of an indictment against that powerset than the pools. Take shield for instance, the t9 is nice with a small manageable crash when it wears off, now look at unstoppable, yeah its mad resists but if you get caught when that wears off you're in trouble so most just break glass in case of emergency for this one.
  6. When HC popped up I remade my dom from live and was playing with the same ol' powers I used to. I team with some holdovers from the secret server and one was hinting I should pick up RoP for my characters. I was like I'm permadom what do I need with an anti mez/resistance power, a flight travel and a proc mule ally buff. Months later I ended up seeing what it was all about and I'll be damned if 30% resistance to all isn't just fantastic to have. I think part of why more people don't take these strong Origin pool powers is because they have little familiarity with them since they weren't live. I do think those pools should be a bit better than the rest of the regular pools since you can only take one of them. 60s seems okay to me but 90s is a lot better. Tuning them down likely won't see more people using these pools though.
  7. One of my doms has RoP, 30% resist all for 1:30 is nothing to sneeze at. Tanks don't even get powers in their primary that resist so much aside from their godmodes. And If I'd like to maintain that high resist/defense once RoP wears off I can alternate to Barrier or Melee Hybrid. I get the want to maintain the appeal of taking those Origin pools. On most of my toons I go with Force of Will so I'm used to those t5 powers being 60s. I understand where they want to get them on the same timers and I also get where people don't like seeing a nerf of 33% to anything. That's why I think a 15s compromise wouldn't be as bad for people who have already gotten used to this power for so long.
  8. I think they'll still see you because of your clothes. Maybe try taking off all your clothes and running through AP to see if that's what it is... At the very least the badguys would likely go easy on you. Now I want an option at the tailor to be all invisible except for a hat and shoes running around.
  9. Yes the recharge time is just about right for those Origin Pool t5 powers, I can't perma them and shouldn't be able to, they are strong. Most of the time I take and use Unleash Potential on a lot of my toons and the best I can get it to recharge is on my dom with 100% global recharge and then hasten without breaking the rest of my build, I can get it to recharge in 2:20 so basically up for about half the time. It's quite strong as it is and if you gave me 30s more on this power well then that would be delightful but too good imo. On that same token I think a 1/3 chop off of RoP is quite the shock too. Those t5 Origin powers should be similar in terms of base recharge and duration, I'd think adding 15s to the other two wouldn't be terribly OP and slicing 15s off of RoP to match the other's duration would be a good compromise.
  10. I didn't when I ran ahead with my StJ/SR stalker but sure okay add another stalker to the mix. They even have snipes...
  11. Oh the humanity would someone think of the Badgers! @Heraclea Or you can get one of those spiffy EM stalkers running around lately and have them run ahead and two piece those bombs.
  12. Yeah it's a decent little power but by process of elimination Leaping for me is the odd pool out if I need to have one available. Hasten is too good, then there's tough/weave and maneuvers/tactics which I can't see dropping. You can still IO mule the defenses in weave and maneuvers plus Unleash Potential is a defense too so Gambler's and the like are still just as useful there. I can see the bit about unsuppressed movement but I don't need to be the fastest kid on the block just the toughest. I just leave Mighty Leap running and drop a 53 Hami in it. I leave the zoom zooming to you youngsters, I'll let you guys taxi me if you like. 😛
  13. This is a ponderous one. On one hand muh traditions. On the other a few of my characters first few powers are sitting in the dustbin and having two free powers in essence to make them better would be a fabulous thing. Most of my toons would still just take their first powers but the few that could dabble straight into the pools would appreciate this. I guess I'm in the camp of "okay".
  14. I almost always take the pools Mac listed except for Leaping. The Force of Will pool is far too good to pass on. It has the same travel I like in Mighty Leap then the -res power is a fantastic force multiplier and Unleash Potential gives me far more than anything I get from Combat Jumping. I drop an achilles proc into that debuff and use it against AV's which it'll go off 90% of the time since it's all I have in there, that'll net you around 28% -resistance on target and I believe somewhere around 17% for an AV +4 to you. It is noticeable when I use it, the team churns down those AV's much stronger.
  15. Very fun stuff dusting off the movement powers and making them feel fresh. Looking at everything listed what's really to complain about except for a few obvious ones.
  16. As someone that is an advocate for having Unleash Potential or Rune in your build to balance things if you have lots of resist but low defense and vice versa I can see where you're coming from on nerfing the time that Rune is active. I do think that it's fair to have all of those on the same timers. Maybe because some have gotten so used to Rune as it is that 30s chopped off is a bit much to them. I'm indifferent to this because it seems fair but people do like this power. If I had any pull I'd likely chop 15s off of Rune and add 15s to the other ones to meet in the middle.
  17. If you're soooo good at bending AT's to your will then why haven't you gotten good on this one eh? I mean aside from face tanking Recluse on the STF or tanking Hami there isn't a single thing in this game that my dom can't do. There's super hard AE arcs where you can test your mettle on. I've done those with ease on my dom, I suggest you to give it a whirl on whatever AT you find that bends to your will the best and see how you come out. And yeah I don't make it a mission in life to play with bitter stodgy hacks that think they're super duper knowledgeable but turns out they're just on that average knowledge. But I do make it a mission in life not to let others mental problems affect me one way or another so being the open person that I am the invitation is still open, unlike your eyes.
  18. For one Bonfire is broken with that knockdown enhancement that was never on live and for some reason this dev team thinks that's a valid thing to leave as it is. That would have lasted 5 minutes on the live version. Earth is a strong control but other than broken Bonfire knockdown powers are resisted decently. Stuns and knockdown are NOT the hard control you get in Mind Control. It's kind of the same as calling Terrify the backbone of your control. Yeah we don't need to get into Plant, Seeds is far too good as it has been since they introduced that later control set. There are 4-5 pretty good controls with unique things they bring to the table, Plant and Mind are a few of them.
  19. Back when they were redoing the quick snipe to make it more amateur friendly they were reducing the recharge and reducing the damage scale for the doms snipe. This was a clear nerf, doms were well served with a slightly longer recharging snipe with a ton more damage. The damage was going to be cut by 1/3 just to shave a few more seconds off the recharge. I'm so glad that got taken out of the works, I can manage my recharge, what I couldn't do is manage that scaling damage. What's funny is that they were quietly buffing blasters snipe by raising the damage scale and making it recharge just a slight bit longer. A lot of people spoke out against this change that couldn't grasp that it was yet another buff for blasters and they ended up ruining it for themselves. I play blasters too but they're already easy mode so I could care less what happened with that but I for certain spoke against the Dom's getting their snipe nerfed. I'm all for longer recharging powers if they get the corresponding damage scale increase. I can't affect that scale but I can affect the recharge quite effectively so gimme that damage, I'll do the rest. And that's not to mention how much more effective procs are in longer recharging powers.
  20. Some are just stuck in their boxes of usual expectations and then there's others that can think outside of it and see the potential in doms for what it is. I find playing a bag of hp unimpressive, I find buff/heal bots unimpressive, I find walking damage spam unimpressive. The problem is maybe you can't grasp the hybrid nature of the thing and haven't seen for yourself how to do it. Anytime you feel like being impressed you're welcome to come play with what I get to play every day.
  21. Terrify is a nice filler power, but in terms of control its soft at best. It's not a reliable control. I do have it to layer in my control after I drop Mass Confusion or Total Domination. The time it takes to clear the particular mob when you drop Mass Confusion is much much faster than any other power available in the set. The next mob then you can leverage your other aoe hard control Total Domination then the next mob its right back with Mass Confusion. You all act like its a hard task to alternate the two hard aoe controls available to you unlike what you can get in any other control set. I'd assume you'd want to take advantage of the uniqueness of Mind Control but hey what do I know.
  22. Then how do you 6 slot sprint then hmm?
  23. That's fine yes opinion's are subjective. The power to you may be boring yes but it doesn't change the fact that it's still the best power in the set. Sometimes boring is in how someone is deploying the power. So yes if you play in a boring manner the results in your experience would seem to equate to a boring power. I suspect I have quite a different play style and thus don't find this power boring in the least. I do find having to wait for a pet to catch up to me and occupy a target or two quite tame as opposed to controlling the whole group and helping them smash each other.
  24. This sounds like the plot from the Gamestop stock shenanigans. Would that make you the evil Hedge Fund/Robin Hood side vs The People who got a bit of that wealth distribution?
  25. I'm going to have to say to most of your bullet points I'm going to have to disagree with. Fitness was just an always must have power for just about every AT and it was totally valid to in essence give us a 5th pool but one for free. The rest of the powers in the pools should feel like a cost to get them. Hasten is pretty much a must have and one of the best pool powers there is at a cost of one of your pool selections. Tough/Weave is great to have at a cost of taking an attack to start they likely won't use. On that same token I'll agree on the first bullet point. In the presence pool there's only really one viable power at the end where you need to take likely two dead powers, I wouldn't mind seeing a power available that would be of better use as the 2nd selectable power. But then you do have the Origin pools which seem to dabble into a lot of what your wishes are for. I never take combat jumping but I do take the Force of Will pool for my viable travel, a useful ST debuff and then a hell of a defense power. I'd say for the most part we're in a good place for the pool powers. I will say though I agree with @SwitchFade we need to Nerf Regen first and foremost.
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