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Focused Feedback: Electrical Affinity - Powers (Build 4)


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This is a Focused Feedback Thread

  • Please note that Focused Feedback threads are heavily moderated to ensure they remain on topic.
    • Any off-topic posts in these threads will be removed without warning.
    • The thread will be locked when no more feedback is required, but you are more than welcome to continue the discussion in a new thread.
  • Changes from the previous build will be listed in green.
  • Any changes or fixes that are only relevant to the beta builds (as in, not changes relevant to the live version of the game) will be listed in blue.

 


 

New Support Powerset: Electrical Affinity

You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Electrical Affinity powers build Static, which increases the number of targets your Circuit powers can chain to.

  • The set has been built around chaining powers and a stacking / combo system that's similar to those found in many of the more modern melee and ranged damage sets, with a focus on wide variety of buffs for the whole team as well as damage and endurance debuffs for your enemies.
  • Electrical Affinity also introduces and makes use of a brand new mechanic which allows powers to dynamically change the number of targets they can hit - in this case, the four Circuit powers hit more targets for every stack of Static that you currently have.
  • The set is currently available only as a Defender Primary. It will be ported to other support ATs after testing and feedback.

General Changes

  • Static stacks now fall off after 30 seconds (down from 60 seconds), but the number of Stacks you can have is now uncapped
  • Circuit powers now hit 4 targets by default, with an additional 3 targets for each stack of Static

Powers

  • ShockTherapy_Shock.png.47ac6e7922aa47a49b8a4f9b0a01c904.png T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen)
    • Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery, regeneration and damage output. Recharge: Slow
      • No longer grants 1 stack of Static
  • ShockTherapy_RejuvenatingCircuit.png.9d37e1718186c520d2153b9a61fdfe38.png T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static)
    • Create a circuit of healing energy between several nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate
  • ShockTherapy_GalvanicSentinel.png.b58b41d878755ee68754ec83933028a7.png T3: Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special)
    • Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes, draining some endurance and reducing their regeneration, recovery, and damage output. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. Recharge: Slow
      • No longer consumes Static
      • Duration is now always 120s
      • Now has basic pet resistances
      • Fixed the Sentinel not actually debuffing enemies
      • Galvanic Sentinel is now actually classed as a Pet, not a Defender
  • ShockTherapy_EnergizingCircuit.png.8a9a5dc9b610aae36727dab25de5034b.png T4: Energizing Circuit (Ranged (Chain), Ally +End, +Recharge, Self +Static)
    • Create a circuit of pure energy between several nearby allies, restoring a small amount of their endurance and significantly increasing their attack rate for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Energizing Circuit grants 1 stack of Static. Recharge: Slow
      • No longer grants a boost to max Endurance
      • Recharge time increased from 12s to 35s
      • Now grants a +125% recharge buff for 5 seconds (to the primary target - this falls off to 62.5% by the 3rd jump in the chain)
      • This power should feel like a very condensed Speed Boost
  • 23345712_index(1).png.1b4c0554c35eefaf23422283a20502cc.png T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End))
    • Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Recharge: Slow
      • Recharge time reduced from 32s to 10s
      • Fixed missing VFX
  • ShockTherapy_EmpoweringCircuit.png.1fea10aa19ad95294de2f3546ddb6384.png T6: Empowering Circuit: (Ranged (Chain), Ally +DMG, +Tohit, Self +Static)
    • Create a circuit of empowering energy between several nearby allies, increasing their damage output and chance to hit for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Empowering Circuit grants 1 stack of Static. Recharge: Slow
      • Buff duration increased from 25s to 60s
      • Damage buff reduced from scale 3.25 to scale 3
      • Now provides +15% tohit
      • The +tohit is enhanceable, so this power can be slotted with tohit buff sets
  • ShockTherapy_Defibrillate.png.4240c0c29aaf0058ef648d0c6d0a5ed4.png T7: Defibrillate (Melee (Targeted AoE), Ally Rez)
    • Strike a defeated ally with a highly-charged jolt of electricity, reviving them and any other nearby defeated allies. Recharge: Long
      • No longer consumes Static
      • Allies are now always revived at full Health and Endurance
  • index.png.f5fb8575eb7ab70f373c9a5d7f5f6319.png T8: Insulating Circuit (Ranged (Chain), Ally +Absorb, Self +Static)
    • Create a circuit of protective energy between several nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Insulating Circuit grants 1 stack of Static. Recharge: Slow
      • Buff duration increased from 20s to 30s
      • Recharge time increased from 15s to 20s
  • ShockTherapy_AmpUp.png.9996c312ee1471de094ef91f460cef0e.png T9: Amp Up (Ranged, Ally +Special, +Recharge)
    • Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense buffs, endurance drains, disorients, holds, immobilizes and more, are all improved. Recharge: Very Long
      • No longer consumes Static
      • Now always provides 50% +recharge and 75% +special
  • ShockTherapy_Static.png Static (Circuit Boost)
    • Every stack of Static you have increases the number of targets your Circuit powers can chain to by 3.
      • Static stacks now fall off after 30 seconds (down from 60 seconds), but the number of Stacks you can have is now uncapped
      • Circuit powers now hit 4 targets by default, with an additional 3 targets for each stack of Static
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Those are some serious buffs. Look forward to playing with it.


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49 minutes ago, Jimmy said:

 

  • ShockTherapy_Defibrillate.png.4240c0c29aaf0058ef648d0c6d0a5ed4.png T7: Defibrillate (Melee (Targeted AoE), Ally Rez)
    • Strike a defeated ally with a highly-charged jolt of electricity, reviving them and any other nearby defeated allies. Recharge: Long
      • No longer consumes Static
      • Allies are now always revived at full Endurance and Recovery

 

Quick note. Is that supposed to be full Endurance and full Health?

 

 

I like the compromise of not having Static spenders anymore, but having it drop off quicker. If there's an uncapped amount, they'll still be able to buff/heal a full league like the other sets, but it just requires a few more seconds of building. And realistically, it's almost better because depending on the length of the chain jump, you could maybe actually hit the entire league as opposed to the radius of Healing Aura for example. 

The changes also push for a less "spammy" feel, which I know was a big issue. The new duration and recharges seem to fix that and honestly, I like the idea of saving Insulating Circuit for when I know a big hit is coming. It gives me a similar feeling to playing my Healer in WoW where you have to know the mechanics of the fight and be proactive. Some healing sets are proactive and some are reactive and I feel like that adds a whole other layer to the game. I know CoH, even with iTrials, doesn't have the same amount of "do it right or die" mechanics as WoW does, but it's still nice. 

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Power Information for Electrical Affinity provided in the Spoiler Fields

 

  • ShockTherapy_Shock.png.47ac6e7922aa47a49b8a4f9b0a01c904.png T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen)
    • Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery, regeneration and damage output. Recharge: Slow
      • No longer grants 1 stack of Static
Spoiler

Activation Time:   2.00s

Recharge Time:  12.00s

Endurance Cost:  8.00

Accuracy:  1.00x

 

Power Type:  Click

Target Type:  Enemies

Power Range:  80.00 ft.

Effect Area:  Single Target

Attack Types:  ranged

 

-20.00 endurance on target

-37.50% strength to all damage for 25.00s on target (ignores buffs and enhancements)

-75.00% regeneration rate for 25.00s on target

-75.00% recovery rate for 25.00s on target

  • ShockTherapy_RejuvenatingCircuit.png.9d37e1718186c520d2153b9a61fdfe38.png T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static)
    • Create a circuit of healing energy between several nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate
Spoiler

Activation Time:   1.17s

Recharge Time:  8.00s

Endurance Cost:  13.00

Accuracy:  1.00x

 

Power Type:  Click

Target Type:  Friendlies

Power Range:  80.00 ft.

Effect Area:  ChainTarget

Attack Types:  ranged

 

207.49 heal on target (155.61 HP on 2nd jump, 103.75 HP on all other jumps)

  • ShockTherapy_GalvanicSentinel.png.b58b41d878755ee68754ec83933028a7.png T3: Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special)
    • Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes, draining some endurance and reducing their regeneration, recovery, and damage output. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. Recharge: Slow
      • No longer consumes Static
      • Duration is now always 120s
      • Now has basic pet resistances
      • Fixed the Sentinel not actually debuffing enemies
      • Galvanic Sentinel is now actually classed as a Pet, not a Defender
Spoiler

Activation Time:   2.03s

Recharge Time:  1m 0s

Endurance Cost:  25.00

Accuracy:  1.00x

 

Power Type:  Click

Target Type:  Location

Power Range:  80.00 ft.

Effect Area:  Location

Attack Types:  ranged

 

Creates Pet Galvanic Sentinel for 2m 0s

Base Hitpoints: 1070.90

 

Resist Energy

40.00% resistance to energy damage on self (Ignores buffs and enhancements, unresistable)

30.00% resistance to smashing damage on self (Ignores buffs and enhancements, unresistable)

30.00% resistance to lethal damage on self (Ignores buffs and enhancements, unresistable)

 

Discharge

Activation Time:  2.03s

Recharge:  3.00s

Endurance Cost:  5.00

Accuracy:  1.00x

 

Power Type:  Click

Target Type:  Enemies

Power Range:  80.00 ft.

Effect Area:  AoE -- 15.00 ft. radius

Attack Types:  ranged

 

-5.00 endurance on target after 0.10s delay

-18.75% strength to all damage for 10.00s on target (Ignores buffs and enhancements)

-50.00% regeneration rate for 10.00s on target

-50.00% recovery rate for 10.00s on target

 

  • ShockTherapy_EnergizingCircuit.png.8a9a5dc9b610aae36727dab25de5034b.png T4: Energizing Circuit (Ranged (Chain), Ally +End, +Recharge, Self +Static)
    • Create a circuit of pure energy between several nearby allies, restoring a small amount of their endurance and significantly increasing their attack rate for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Energizing Circuit grants 1 stack of Static. Recharge: Slow
      • No longer grants a boost to max Endurance
      • Recharge time increased from 12s to 35s
      • Now grants a +125% recharge buff for 5 seconds (to the primary target - this falls off to 62.5% by the 3rd jump in the chain)
      • This power should feel like a very condensed Speed Boost
Spoiler

Activation Time:   1.67s

Recharge Time:  35.00s

Endurance Cost:  13.00

Accuracy:  1.00x

 

Power Type:  Click

Target Type:  Friendlies

Power Range:  80.00 ft.

Effect Area:  ChainTarget

Attack Types:  ranged

 

25.00 endurance on target (18.75 on 2nd jump, 12.50 on all other jumps)

+125.00% strength to recharge for 5.00s on target (+93.75% on 2nd jump, +62.5% on all other jumps)

  • 23345712_index(1).png.1b4c0554c35eefaf23422283a20502cc.png T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End))
    • Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Recharge: Slow
      • Recharge time reduced from 32s to 10s
      • Fixed missing VFX
Spoiler

Activation Time:   1.07s

Recharge Time:  10.00s

Endurance Cost:  13.00

Accuracy:  1.00x

 

Power Type:  Click

Target Type:  Self

Power Range:  25.00 ft.

Effect Area:  Single Target

Attack Types:  ranged

 

15.00% resistance to all damage for 4m 1s on target (unresistable)

 

30.27% resistance to endurance for 4m 1s on target (Ignores buffs and enhancements, unresistable)

30.27% resistance to recovery rate for 4m 1s on target (Ignores buffs and enhancements, unresistable)

+30.27% resistance to recharge for 4m 1s on target (Ignores buffs and enhancements, unresistable)

 

12.98 hold protection for 4m 1s on target (unresistable)

12.98 immobilize protection for 4m 1s on target (unresistable)

12.98 stun protection for 4m 1s on target (unresistable)

12.98 sleep protection for 4m 1s on target (unresistable)

10.00 knockup protection for 4m 1s on target (unresistable)

10.00 knockback protection for 4m 1s on target (unresistable)

10.00 repel protection for 4m 1s on target (unresistable)

100.00% resistance to teleport for 4m 1s on target (unresistable)

  • ShockTherapy_EmpoweringCircuit.png.1fea10aa19ad95294de2f3546ddb6384.png T6: Empowering Circuit: (Ranged (Chain), Ally +DMG, +Tohit, Self +Static)
    • Create a circuit of empowering energy between several nearby allies, increasing their damage output and chance to hit for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Empowering Circuit grants 1 stack of Static. Recharge: Slow
      • Buff duration increased from 25s to 60s
      • Damage buff reduced from scale 3.25 to scale 3
      • Now provides +15% tohit
      • The +tohit is enhanceable, so this power can be slotted with tohit buff sets
Spoiler

Activation Time:   1.00s

Recharge Time:  15.00s

Endurance Cost:  13.00

Accuracy:  1.00x

 

Power Type:  Click

Target Type:  Friendlies

Power Range:  80.00 ft.

Effect Area:  ChainTarget

Attack Types:  ranged

 

+37.50% strength to all damage for 1m 0s on target (ignores buffs and enhancements, unresistable(+28.13% on 2nd jump, +18.75% on all other jumps)

 

+15.00% to hit for 1m 0s on target (unresistable(+11.25% on 2nd jump, +7.5% on all other jumps)

  • ShockTherapy_Defibrillate.png.4240c0c29aaf0058ef648d0c6d0a5ed4.png T7: Defibrillate (Melee (Targeted AoE), Ally Rez)
    • Strike a defeated ally with a highly-charged jolt of electricity, reviving them and any other nearby defeated allies. Recharge: Long
      • No longer consumes Static
      • Allies are now always revived at full Endurance and Recovery
Spoiler

Activation Time:   3.30s

Recharge Time:  2m 0s

Endurance Cost:  26.00

Accuracy:  1.00x

 

Power Type:  Click

Target Type:  Target Incapacitated Friendly Player

Power Range:  7.00 ft.

Effect Area:  AoE -- 20.00 ft. radius

Attack Types:  melee

 

+100% healing for 1.00s on target (unresistable)

100.00 endurance on target

  • index.png.f5fb8575eb7ab70f373c9a5d7f5f6319.png T8: Insulating Circuit (Ranged (Chain), Ally +Absorb, Self +Static)
    • Create a circuit of protective energy between several nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Insulating Circuit grants 1 stack of Static. Recharge: Slow
      • Buff duration increased from 20s to 30s
      • Recharge time increased from 15s to 20s
Spoiler

Activation Time:   1.00s

Recharge Time:  20.00s

Endurance Cost:  13.00

Accuracy:  1.00x

 

Power Type:  Click

Target Type:  Friendlies

Power Range:  80.00 ft.

Effect Area:  ChainTarget

Attack Types:  ranged

 

267.72 max absorption for 30.00s on target after 0.10s delay (unresistable(200.79 on 2nd jump, 133.86 on all other jumps)

  • ShockTherapy_AmpUp.png.9996c312ee1471de094ef91f460cef0e.png T9: Amp Up (Ranged, Ally +Special, +Recharge)
    • Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense buffs, endurance drains, disorients, holds, immobilizes and more, are all improved. Recharge: Very Long
      • No longer consumes Static
      • Now always provides 50% +recharge and 75% +special
Spoiler

Activation Time:   2.57s

Recharge Time:  5m 0s

Endurance Cost:  10.40

Accuracy:  1.00x

 

Power Type:  Click

Target Type:  Friendlies

Power Range:  80.00 ft.

Effect Area:  Single Target

Attack Types:  ranged

 

+75.00% strength to healing for 1m 30s on target (ignores buffs and enhancements, unresistable)

+75.00% strength to defense for 1m 30s on target (ignores buffs and enhancements, unresistable)

+75.00% strength to absorption for 1m 30s on target (ignores buffs and enhancements, unresistable)

+75.00% strength to endurance for 1m 30s on target (ignores buffs and enhancements, unresistable)

+75.00% strength to to hit for 1m 30s on target (ignores buffs and enhancements, unresistable)

+75.00% strength to run speed for 1m 30s on target (ignores buffs and enhancements, unresistable)

+75.00% strength to fly speed for 1m 30s on target (ignores buffs and enhancements, unresistable)

+75.00% strength to confuse for 1m 30s on target (ignores buffs and enhancements, unresistable)

+75.00% strength to terrorize for 1m 30s on target (ignores buffs and enhancements, unresistable)

+75.00% strength to hold for 1m 30s on target (ignores buffs and enhancements, unresistable)

+75.00% strength to immobilize for 1m 30s on target (ignores buffs and enhancements, unresistable)

+75.00% strength to stun for 1m 30s on target (ignores buffs and enhancements, unresistable)

+75.00% strength to sleep for 1m 30s on target (ignores buffs and enhancements, unresistable)

+50.00% strength to recharge for 1m 30s on target (ignores buffs and enhancements, unresistable)

 

Edited by Bopper
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I really like the majority of these changes, but one thing feels off: Correct me if I'm wrong, but since the only skills that now grant Static are the Circuits themselves, it's not that Static is uncapped. Rather, it's now capped at one, because if you cast two Circuits within the duration, the first will add a stack and the second will consume it, right? So while you always get the +3 targets for that single stack, you can never build it up any higher for buffing larger groups?

 

I think that's 100% fine in terms of balance (after all, 7 targets is a full normal team minus yourself and your sentinel, although being incapable of buffing yourself without excluding a teammate does feel weird), I just want to be sure I understand the mechanic correctly.

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16 minutes ago, Ariamaki said:

Correct me if I'm wrong, but since the only skills that now grant Static are the Circuits themselves, it's not that Static is uncapped. Rather, it's now capped at one, because if you cast two Circuits within the duration, the first will add a stack and the second will consume it, right?

If I’m reading the notes right, Static isn’t consumed by anything any more, it just expires over time.

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Small bug for Galvanic Sentinel. When doing right click - Info - detailed info (or looking at detailed info in enhancements), there's no information about what power the pet uses. Normally when you view any other pet, you can see what powers they have and what they use. That gives you a better impression of what's worth slotting in them. As-is, I'm not sure what I should put in the pet, if anything.

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4 minutes ago, Vanden said:

If I’m reading the notes right, Static isn’t consumed by anything any more, it just expires over time.

The only power that actually has a changelog note saying it doesn't consume any longer is Galvanic Sentinel.

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2 minutes ago, Ariamaki said:

The only power that actually has a changelog note saying it doesn't consume any longer is Galvanic Sentinel.

Not true at all, no powers consume Static anymore.

Another bit of feedback: Faraday Cage is still quite noisy. Considering it's meant to be up basically all the time, it would be nice if the audio was much lower (or entirely gone).

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2 hours ago, FaintCinder said:

And realistically, it's almost better because depending on the length of the chain jump, you could maybe actually hit the entire league as opposed to the radius of Healing Aura for example.

25' is the max range for the chain jumps I believe. Even with a lower target cap it may be better in leagues due to the "smart heal" behavior -- it's more likely to hit targets that actually need it.

 

It's not in this build, but it's planned that Empowering Circuit will also get this behavior, and prioritize targets that don't already have the Damage buff.

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5 minutes ago, Dispari said:

Small bug for Galvanic Sentinel. When doing right click - Info - detailed info (or looking at detailed info in enhancements), there's no information about what power the pet uses. Normally when you view any other pet, you can see what powers they have and what they use. That gives you a better impression of what's worth slotting in them. As-is, I'm not sure what I should put in the pet, if anything.

Annoyingly that was fixed just after the build got made. It'll be there in the next build.

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2 minutes ago, Dispari said:

Not true at all, no powers consume Static anymore.

Another bit of feedback: Faraday Cage is still quite noisy. Considering it's meant to be up basically all the time, it would be nice if the audio was much lower (or entirely gone).

Right, but what I'm saying is that the green text patch notes do not accurately reflect that reality. That's a problem when trying to have clear messaging about updates and changes, because not everybody can easily jump into the beta client quickly after a change.

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5 minutes ago, Dispari said:

Not true at all, no powers consume Static anymore.

Another bit of feedback: Faraday Cage is still quite noisy. Considering it's meant to be up basically all the time, it would be nice if the audio was much lower (or entirely gone).

Eh I kind of like it.  I could see it fading to a lower volume after activation but don't make it go entirely.

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image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

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Overall good changes. Thanks for your hard work. I hope you are having fun. This is shaping up to be a very good set.

 

 

What I like:

Eliminating the unnecessary Static spender mechanics make the set more enjoyable to play. Overall good improvements.

 

 

  • Insulating Circuit
    • This is drastically improved versus the 20 second duration version. Just that inclusion of 10 extra seconds makes a huge difference
    • That said, with the duration increase, I think Recharge should be longer than just 20 seconds. I'd recommend going with 45-60 seconds so you at least need to slot some Recharge to get it perma. This is because this will be slotted with Heal IO sets in most cases, and Recharge is the only other meaningful slotting in this power than Heal/Absorb (and arguably End Redux).
      • When I commented about duration last cycle I was thinking around 45 second shield/120 second recharge. This is much more generous. I'm not complaining. It's just that the addition of those 10 seconds (iwhich is actually the full the duration of Build Up, and brings Insulating Circuit to the duration of Drain Psyche) radically improves the power.
    • In other words the power at base seems as good as its supposed to become after IOs and a great build. I don't mind that necessarily, but it's not how most buff/debuff powers are designed.
  •  The pet
    • Nice to see him get some resists
    • I appreciate the longer and more reliable duration 
    • I'm not able to see stats on his Shock power anymore. Assuming they are decent he may be good to go.

 

Edited by oedipus_tex
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16 minutes ago, Ariamaki said:

Right, but what I'm saying is that the green text patch notes do not accurately reflect that reality. That's a problem when trying to have clear messaging about updates and changes, because not everybody can easily jump into the beta client quickly after a change.

Where are you looking? All the powers that used to consume static now say in green text "No longer consumes static"

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4 minutes ago, NixPanicus said:

Would you consider swapping the T1 and T2 powers for when it becomes a secondary for other ATs? I would much rather always have the AoE heal than the single target debuff

Yeah, I think having it as the T1 was deemed necessary as it was the main static builder. But now that it no longer builds static, I'm all for making the heal T1 instead. Though if it does get bumped to T2, maybe a slight buff is in order to make it a more tantalizing pick.

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