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Focused Feedback: Electrical Blast Revamp


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18 minutes ago, JayboH said:

Regarding VS being a toggle, where were all the complaints all these years for blaster damage auras having to be turned back on after getting mezzed?  Suddenly this is a problem?

People bothered to take those? Weird.

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exChampion and exInfinity player (Champion primarily).

 

Current resident of the Everlasting shard.

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Bug or Feature: Voltaic Sentinel detoggles on instance change? Also should Voltaic still accept pet I/Os if it is a toggle?

 

I really like the new Shock mechanic!!!👍 It has to be the main reason my defense toggles never dropped even though my end use was almost the same as my recovery and I only use offensive opportunity. Also, I hadn't really  played a Sentinel since 2019 but I really like this new E3 I built today. I recall that Sentinels felt weak to me coming from blasters/scrappers/stalkers previously but at least this build with SHOCK is super fun and epically solos +4x8 - sometimes grabbing 2-3 groups. 

 

Missions I tried so far - will try the new difficulty settings next:

  1. Infernal - Maria arc - +3x8 - only musculature
  2. Malaise - Maria arc - Brickstown - +4x8 - added the other incarnates
  3. Talons - Orb Mission - Dark Astoria "radios" - +4x8 
  4. Banished - Dark Astoria "radios" - +4x8

 

Only defeat was with the first group of Malaise when I remembered (rudely) that the Seers chain terrorize. After that it was all very easy with minor use of support incarnate powers or inspirations.

 


I'll put the electric/electric/electric Sentinel build below if you want to see/use it - just beware that its a rough draft by someone who hasn't played Sentinels.

Spoiler

image.png.440659f76eacafb0565138c4f475cf04.png
 

This Hero build was built using Mids Reborn 3.0.5.6
https://github.com/Reborn-Team/MidsReborn

Click this DataLink to open the build!

Level 50 Mutation Sentinel
Primary Power Set: Electrical Blast
Secondary Power Set: Electric Armor
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Charged Bolts -- SprWntBit-Rchg/SlowProc(A), SprWntBit-Dmg/EndRdx/Acc/Rchg(3), SprWntBit-Acc/Dmg(3), SprWntBit-Dmg/Rchg(5), SprWntBit-Acc/Dmg/EndRdx(5), SprWntBit-Acc/Dmg/Rchg(7)
Level 1: Charged Armor -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(31), Ags-ResDam(33), Ags-Psi/Status(34), Ags-ResDam/EndRdx/Rchg(34), Ags-EndRdx/Rchg(34)
Level 2: Ball Lightning -- SprFrzBls-Rchg/ImmobProc(A), SprFrzBls-Dmg/EndRdx/Acc/Rchg(7), SprFrzBls-Acc/Dmg(9), SprFrzBls-Dmg/EndRdx(9), SprFrzBls-Acc/Dmg/EndRdx(11), SprFrzBls-Acc/Dmg/Rchg(11)
Level 4: Charged Shield -- NmnCnv-Heal/EndRdx(A), NmnCnv-EndRdx/Rchg(33), NmnCnv-Heal/Rchg(37), NmnCnv-Heal/EndRdx/Rchg(39), NmnCnv-Heal(43), NmnCnv-Regen/Rcvry+(31)
Level 6: Zapping Bolt -- Thn-Acc/Dmg/EndRdx(A), Thn-Acc/Dmg(13), Thn-Dmg/EndRdx(13), SprSntWar-Rchg/+Absorb(15), Apc-Dam%(15), SprOppStr-Rchg/+Opportunity(17)
Level 8: Conductive Shield -- GldArm-3defTpProc(A), GldArm-ResDam(33), GldArm-End/Res(39), GldArm-RechRes(40), GldArm-RechEnd(40), GldArm-Res/Rech/End(40)
Level 10: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(23), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(25), Prv-Heal/Rchg/EndRdx(25), Prv-Absorb%(27)
Level 12: Tesla Cage -- Thn-Acc/Dmg(A), Thn-Acc/Dmg/EndRdx(17), Thn-Dmg/EndRdx(19), UnbCns-Dam%(19), GhsWdwEmb-Dam%(21), NrnSht-Dam%(21)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(27)
Level 16: Static Shield -- StdPrt-ResDam/Def+(A), UnbGrd-ResDam(48), UnbGrd-Max HP%(50)
Level 18: Voltaic Sentinel -- SlbAll-Dmg(A), SlbAll-Acc/Dmg/Rchg(29)
Level 20: Combat Jumping -- LucoftheG-Def/Rchg+(A), ShlWal-Def(36), ShlWal-ResDam/Re TP(36), BlsoftheZ-Travel(36), BlsoftheZ-Travel/EndRdx(37), BlsoftheZ-ResKB(37)
Level 22: Aim -- GssSynFr--Build%(A)
Level 24: Kick -- Empty(A)
Level 26: Short Circuit -- Obl-Dmg(A), Obl-Acc/Dmg/Rchg(29)
Level 28: Lightning Reflexes -- Run-I(A)
Level 30: Tough -- ImpSki-Status(A), ImpSki-ResDam/EndRdx(31)
Level 32: Thunderous Blast -- Artl-End/Rech/Rng(A), Artl-Acc/Rech/Rng(45), Artl-Acc/Dam(46), Artl-Dam/End(46), Artl-Dam/Rech(46), Artl-Acc/Dam/Rech(48)
Level 35: Power Sink -- EndMod-I(A)
Level 38: Weave -- LucoftheG-Def/Rchg+(A), Rct-Def(39), Rct-ResDam%(45), Ksm-ToHit+(45)
Level 41: Havoc Punch -- OvrFrc-Dam/KB(A), Hct-Dam%(42), Hct-Dmg/EndRdx(42), Hct-Acc/Dmg/Rchg(42), TchofDth-Dam%(43), FrcFdb-Rechg%(43)
Level 44: Chain Fences -- PreOptmz-EndMod/Acc/End(A)
Level 47: Rehabilitating Circuit -- Prv-Heal(A), Prv-Heal/Rchg(48)
Level 49: Lightning Field -- Erd-Dmg(A), Erd-Acc/Dmg/Rchg(50), Erd-Acc/Dmg/EndRdx/Rchg(50)
Level 1: Brawl -- Empty(A)
Level 1: Opportunity 
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Swift -- Run-I(A)
Level 1: Health -- Pnc-Heal/+End(A)
Level 1: Hurdle -- Jump-I(A)
Level 1: Stamina -- PwrTrns-+Heal(A)
Level 50: Musculature Radial Paragon 
Level 50: Ion Radial Final Judgement 
Level 50: Preemptive Radial Flawless Interface 
Level 50: Rebirth Radial Epiphany 
Level 50: Assault Core Embodiment 
Level 50: Storm Elemental Radial Superior Ally 
Level 50: Freedom Phalanx Reserve 
Level 50: Portal Jockey 
Level 50: Task Force Commander 
Level 50: The Atlas Medallion 
------------

 

Edited by VashNKnives
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1 hour ago, JayboH said:

Was it always normal to take VS?  Weird.

 

It was for me, for the reasons I gave for not liking it as a toggle.

 

Note I've been playing it since i3, an elec/elec was my first 50 (i3/i4 timeframe,) and one of my mains since then.

 

And as far as damage auras? My blasters don't spend the majority of their time in melee, and damage auras turning off is universal across blasters. VS is unique to Electric, as is the use I've gotten out of it *still being there when mezzed.* Thus describing this, unlike damage auras, as a loss of functionality.

 

  

16 hours ago, Player-1 said:

Voltaic Sentinel becoming a toggle also came with a tremendous increase to its damage output and endurance drain capabilities.

 

With one problem. Its damage output and end drain as a dropped toggle  is zero.

 

This being a toggle turns it from an always-take, almost signature of Electric blast for me, into something as useful as "summon small ball of lint," something I can skip without second thought.

Edited by Greycat
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Primarily on Everlasting. Squid afficionado. Former creator of Copypastas. General smartalec.

 

I tried to combine Circle and DE, but all I got were garden variety evil mages.

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4 hours ago, JayboH said:

Regarding VS being a toggle, where were all the complaints all these years for blaster damage auras having to be turned back on after getting mezzed?  Suddenly this is a problem?

 

Nothing sudden about it.  People brought it up when appropriate.  I have always skipped damage auras on Blasters for exactly this reason, and would skip VS as a toggle as well.  There's far too much mez getting thrown around late-game to play the retoggling mini-game.

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Since I don't have the means to run a comparable test on live and we can't run old and new versions of the same power on the test servers, does anyone still have data to see how procs in VS compare with the changes?

I have a Elec/device partially to have 2 pets out (toggle stun wont effect me as bad with gun drone out, but the toggle seems to be a reasonable change in general) 

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After using it for awhile, I love the VS toggle. I might be biased, I'm always in a Faraday cage and have soft cap'd ranged defense so i don't have toggle dropping issues ever. Even so, It being a toggle is lovely.

 

Elec Blast overall feels much better.

Edited by Super Atom
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Finally got to do some testing with my Poison/Elec/Mu. Elec blast feels so much better now. It's still not going to out dps fire front end wise, but shock and the chain effect make a huge difference, not to mention the sped up animation times. Elec blast has also had some interesting proc options to give it some more utility. I can see Elec blast finally becoming one of the best blast sets when the changes go live.

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20 hours ago, Glacier Peak said:

I see this as balance though, not as a problem with the power.


Fair enough, it's a very unusual pet now, but it always has been. I hate powers that detoggle on mez and tend to avoid sets with them, but I can see how it would have some added utility for certain playstyles. Not every set is going to be one I like. And treating it like it's just a damage toggle with weird quirks means it's not that far out of line from powers blasters already get.

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Regarding detoggling auras, I wish that it would be ok for them to just suppress.....

I have blasters and blappers and appreciate different playstyles and the inconvenience pre-clarion.  One of my mains is a /fire blapper with the auras and when you finally get mez protection it does make things notably less frustrating.

 

HOWEVER, I love detoggling enemies with hurricane so it's a bit hypocritical of me and we shouldn't reduce the NPCs difficulty as there have been many requests to increase it. Although some could argue that detoggling damage auras doesn't really equate to higher difficulty for PVE. I do see it as one method the NPCs have to screw with and slow down player progress. I mean shutting down any damage from a damage dealer is a delay tactic that could in some, unquantified by me, equation make a difference.

Edited by VashNKnives
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15 hours ago, Gatling said:

I have been an Elec/ Blaster for years. I've never been out-end drained by anyone on a team I'm with. I Know to have end mod slotted. I have a post on Elec/En blasting in this very Forum where people kept telling me how useless elec truly is, and I found an absurdly high number of people who didn't believe me despite direct video evidence to the contrary. 

That being said, I'm just running theories as I haven't had proper time to test all the nuances. But I'm usually not that far off base when I run ideas. I am going to give it a try but to CoH's credit Different Powersets on AV's have very different results. Some AV's have Buffs that remove or reduce End drains effectiveness, and a blanket buff to an AV's End generation seems unreasonable when coupled with the added ability to still attack despite having no endurance.

Edit: Just tried to take Malaise at +4 AV. His End regen was unstoppable and I got 1 shocked off after an AIM+BU+PB Thunderous. Then Never got his end low enough again. So yeah, even with Malaise being a bad match up, he was not drainable solo, as I said.

Edit 2: Even going all out the "shocked" was only available after a full power Thunderous and a Ton of Purples. So basically, completely shut down with seeing no true benefit from the shocked status effect.

Do you have another AV I should try ? Perhaps an AV that used to be drain-able before?

 

Are you able to compare this test vs live?

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Why should it be possible to drain a +4 AV solo as a blaster? I am not sure how I feel about that even for elect doms.... controller seems legit like the only class that should be able bring that level of neutering.

 

I look at elect drain as mostly another layer of soft defense - like knock down

Edited by VashNKnives
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Been gone a while, but just popping in to say that the elec changes on a sentinel are super fun. Obviously it synergizes with other effects that contribute end drain. There is also a noticeable positive difference using Musc Radial with it (which boosts end drain) against hard targets vs just using Core. I have many times tried elec blast because I wanted it to work, and always dropped it because the end drain was not useful; now it appears to be. Well done.

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13 minutes ago, Microcosm said:

Been gone a while, but just popping in to say that the elec changes on a sentinel are super fun. Obviously it synergizes with other effects that contribute end drain. There is also a noticeable positive difference using Musc Radial with it (which boosts end drain) against hard targets vs just using Core. I have many times tried elec blast because I wanted it to work, and always dropped it because the end drain was not useful; now it appears to be. Well done.

I am in the process of finding synergy between slotting for damage on my Elec/Regen Sent and finding the right balance between the new mechanic. I'm finding if I generate enough global +rech that the Chance for Self Heal procs add a reliable passive heal on top of regeneration making me that much more capable, coupled with the added end drain/recovery of the set and it is REALLY starting to shine. I haven't taken the build through my normal street sweep/task force/end game content testing yet, so nothing beyond conjecture, but I am excited!! 

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Pocket D Zone Tour

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1 hour ago, VashNKnives said:

Why should it be possible to drain a +4 AV solo as a blaster? I am not sure how I feel about that even for elect doms.... controller seems legit like the only class that should be able bring that level of neutering.

 

I look at elect drain as mostly another layer of soft defense - like knock down


I agree with this. A solo Blaster should not expect to be able to neuter a +4 AV.

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3 hours ago, Wavicle said:


I agree with this. A solo Blaster should not expect to be able to neuter a +4 AV.

 

The time/reward ratio of taking on a +4 AV solo always seemed terrible to me (unlike vs regular mobs) and there aren't even any badges for it (maybe now there is one with the top of the new difficulties?)  So, I never even saw the point of it myself.  Regardless, agree definitely not something that should be used to "balance" a powerset.   

 

Some of the AV/GM changes do seem to be the one "nerf" to the electric changes though, so interesting to see some experiences with it. 

Edited by Riverdusk
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Consider me a fan.

 

I only have two gripes with the set, so that's already a good sign for the set.

 

1:  Tesla cage's chain mechanic feels kind of weak. Perhaps consider bumping up the damage so that a fully charged tesla wrecks things pretty hard - including the main target, or allow it to repeat-jump to shred smaller packs.

 

2: Perhaps buff lightning bolt to be more desirable of a power in terms of DPA, it would help the non-blasters figure out ST attack chains a lot easier. While it's not a problem exclusive to electric, electric would benefit more from both of it's starting powers being great, as there are a lot of rotational gaps due to how fast the set is while having so few single target attacks that can be rotated without help from a secondary.

 

Other than that, no real complaints. I love the rework, I really really do.

Edited by ScarySai
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23 hours ago, Greycat said:

 

It was for me, for the reasons I gave for not liking it as a toggle.

 

Note I've been playing it since i3, an elec/elec was my first 50 (i3/i4 timeframe,) and one of my mains since then.

 

And as far as damage auras? My blasters don't spend the majority of their time in melee, and damage auras turning off is universal across blasters. VS is unique to Electric, as is the use I've gotten out of it *still being there when mezzed.* Thus describing this, unlike damage auras, as a loss of functionality.

 

  

 

With one problem. Its damage output and end drain as a dropped toggle  is zero.

 

This being a toggle turns it from an always-take, almost signature of Electric blast for me, into something as useful as "summon small ball of lint," something I can skip without second thought.

Did you see my post earlier:

 

If you never play with others that can hold aggro to prevent your VS detoggle, it's useless.

 

If you never play with others that can grant status protection to prevent your VS detoggle, it's useless.

 

If you never take powers that grant your character status protection to prevent your VS detoggle, it's useless.

 

If you only fight enemies that can hit you with a status effect that detoggles VS, it's useless.

 

...you see my point?  It's a player's choice.  I prefer the toggle, especially since the original had such a long cooldown and a very large up front end cost.

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image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

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11 hours ago, ScarySai said:

1:  Tesla cage's chain mechanic feels kind of weak. Perhaps consider bumping up the damage so that a fully charged tesla wrecks things pretty hard - including the main target, or allow it to repeat-jump to shred smaller packs.

 

After a day of playing it now I'm gonna have to agree. The mechanic is really cool and good just feels a little soft still. Maybe just a tad bit more damage and if you don't wanna pump the damage up too much, additional cage (maybe lower mag?) on a chained target at max stacks

 

Elec blast is -almost- in that sweet spot.

Edited by Super Atom
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Electric Blast is almost there.  VS is worth taking now.  It's a different take on a damage aura, and I like the new version.  Shocked is a good and flavorful mechanic for the set.  It's certainly more interesting than just adding more damage.

 

The one thing missing is a good ST non-snipe attack.  It only has one high damage ST attack, and that is the snipe.  Outside of that you have the T1 and T2 blasts and Tesla Cage.  While TC procs well, it is very weak compared to other sets with a ST hold attack (Dark, Ice).  Yes, Tesla Cage is "different" now with the chaining, but I really didn't notice it when I tested it out.  I feel it should get bumped to do high damage to the primary target to match up with the Dark and Ice attacks.  Electric really could use that one more high damage attack above the T1/T2 damage rate.  Every other blaster set has 2 high damage ST attacks, and Electric is hurt in single target by not having that.

 

An alternative to boosting Tesla Cage damage is to boost Lightning Bolt damage instead.  Dark Blast has that with Gloom (though it is DoT).  But, Dark Blast gets 3 bigger ST attacks, too, because Petrifying Gaze also has good damage.

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In regards to Single Target output, Shock is meant to assist greatly alongside Voltaic Sentinel when it comes to sustained Single Target damage as the target's endurance falls. Chain Lightning is also meant to supplement the other two AoE's in the set alongside Thunderous Blast, aided by Shocks and Voltaic Sentinel spreading out electrical bolts. 

 

Paired up with the other utilities in the set we feel that the added damage through these means strikes a certain balance when you consider how you can drain enemies fully and keep them there on top of the offensive output! How has everyone's experience with the offense plus utility been with the changes?

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When testing with a Trapdoor mission test (killing all as fast as possible), my electric/time blaster was about a minute slower than my stone/earth blaster (7ish minutes vs 6ish).  However, the END draining and other soft CC in electric/time actually meant I needed to use fewer purple inspirations to stay alive.  The weaker single target damage really became noticeable at the end when hitting on Trapdoor exclusively.  However, I was able to completely drain him of END before finishing him off.

 

In the groups the boss killings took longer because of the lower ST damage, too.  Voltaic Sentinel doesn't focus fire so well in a group setting, so the additional damage it brings is spread out more.

 

Overall the set does feel a lot better than it was before changes.  It is like a soft control with the draining and Tesla Cage usage, so it seems to have more survivability due to that. It will probably work better when paired with a secondary that does more ST damage.

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I don't really understand the purpose of the Tesla Cage change.  It's the 4th weakest AoE in an AoE-heavy set.  You can't control who the last target is, so it's a bad single target.

 

What are we trying to do here besides change for the sake of change?

 

PS, Voltaic Sentinel as a toggle is the bees knees.

 

PPS. End Drain against AVs and Giant Monsters is much, much harder than it is on live.  They just immediately recover.

Edited by DarknessEternal
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