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Oh, it is. But double almost-always build up as opposed to regular almost-always build up may have just sold me on the idea.
edit: If they ever decide to do that, that is. -
Suddenly a KM stalker using their ATO proc to guarantee crits on Concentrated Strike and have Build Up recharged instantly every 10 seconds or so sounds like a terrific idea.
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Quote:The splash actually counts as a separate effect, meaning if you have two targets near eachother, you can alternate between them and get an amplified effect on both (fighting Romulus, the LRSF, the patrons in the STF, etc.).With the AOE treatment it got last issue, it's not too shabby there either. Not as powerful on the splashes, but not bad. A good "everything but the kitchen sink" debuff set.
So, with that in mind, Poison is around...
-63.75% resistance (83.75% if you toss in an Achilles proc in Envenom, and 103.75% if you can nab the PvP proc - add an extra -18.75% from Poisonous Ray in Mace Mastery for a potential grand total of 122.5%).
-60% damage.
-75% to regen (50% ST).
-55% to defense, unenhanced. -75% with Poisonous Ray.
Poison Trap isn't -regen by the way, it's -recovery. It's -1000%, sure, but that's not quite as useful for hard targets as -regen is. It's also got some secondary effect neutering in there, some heal resistance, a few ways to hold a target, and some -recharge. None are of outstanding use, but they're still good.
For primaries, Earth Control is great for tons of -def. Electric is terrific at flooring endurance. Ice will help lower their recharge. Corruptors have Sonic, as mentioned, which will add silly amounts of -res. Radiation is great if you hate defense, Fire if you hate things living, Ice if you hate things living but also hate an enemy having recharge, etc.
Special mention goes to Beam Rifle: you'll be able to squeeze an extra -150% regen out of Disintergrate, an extra -15% damage res, and a bit of -def. The regen is helpful because of Poison's rather anemic regen debuffs, so if you're looking to solo hard targets, that might help you out slightly.
And a super special mention to Masterminds. They have slightly worse debuff values for everything but -res, which is actually a tad better since Poison's t9 is put on a pet for them. It also has the benefit of making people vomit when that pet is in range, which is for technical purposes a mag 4000 hold for 4 seconds. If you're thinking of going the MM route, I'd recommend either Demons or Bots. Demons come with even more -res in the pets and the personal powers, and Bots come with ample amounts of -regen in the Assault Bot's attacks. Both are very good - Demons will help keep you alive with a bit of resistance, Bots with a bit of defense in their forcefields. -
Not only that, but zombies can show up in the Echo version of DA as well. Looks like someone forgot to flip the eligibility switch to "no" there.
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Also keep in mind that a 15 second base recharge aoe won't fire 100% of the time against every enemy it hits. The formula for aoes isn't known right now, just that the higher a power's target cap is, the less of a chance it has of activating the proc.
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I'd much prefer a reskinned/Possessed spectral daemon like the CoT have.
See,
Keep the dog as an option, sure, but I can't see how they didn't think of this aside from "we gotta get our money's worth out of this dog rig!" -
No problem!
Incandescence is a little tricky. At T4, the radial branch gives 35ft of stealth, which is the same as Concealment's stealth, and a little less than a Widow's stealth (Mids also lists it having a stealth buff of 390ft, which could be a bug - that's far and above the cap even for Stalkers). It also gives a slight move speed buff, which helps, and -60% healres. All of those last the full 120 seconds, so if you want, you can make them essentially permanent. The radial branch's safezone lasts 5 seconds, and the core branch's lasts 8. The only other difference is that core gives -80% healres.
As an anecdote, I had someone use Incandescence during a STF. It bumped up my Rebirth heal from 750 to 1200 (60%). So, it can be helpful, but it's not essential. Overall it's still a very handy positioning tool.
A few other tidbits:
Alphas - every alpha applies its effects to judgement, destiny, and lore. Musculature will make judgement hit way harder, Cardiac makes it cheaper to fire off, etc. Musculature boosted Cimerorans are very good damage.
Judgement - you're pretty much dead on with Ion. A 40 target cap is higher than all the others, and the jumping is only a problem if you're trying to be conservative with your pulling. I also think it looks the coolest :P
Destiny - You may want to give Rebirth a try as well. As a Widow, your defense debuff resistance is lacking, so it's useful to have a heal and massive regen buff in case things start going south. The +maxhp version of Rebirth is really mediocre, though. -
The Gaussian's build up proc uses the same icon the non-superior Scrapper's Strike crit buff does. It's also the same icon as Quickness from Super Reflexes, and a pink version of Hasten.
The superior version uses Darkest Night's (I think) icon. I do believe it's working now, for what it's worth. -
Quote:They vaguely do. Things like AE reference your "battle classification" as your AT or something like that. There's still a reference to archetypes in the SoA's fight against Statesman where he's giving a speech that tries to explain powerset proliferation as being an in-universe thing, referencing the "archetypes of Paragon City" or something like that (I'm paraphrasing a bit).Where do you get this from?
I don't think there's any lore linking archetypes to power sources or origins. I'm dubious that the idea of archetypes even exist in the game world?
Aside from the Epic ATs though, there's nothing in the lore that I can think of that dictates any of them adhering to any one source of power aside from any given player's lack of creativity. -
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It's pretty much just easier. I don't know if it's "possible" (in the same vein that power customization was impossible) to expand the level cap beyond 54. For players, it's obvious: you need new powers, slots, enhancements, recipes, content, etc. For enemies, it's probably easier to just apply a level shift. Same for players. Combat level is different and far simpler than security/threat level. The devs have avoided tampering with legacy systems a lot since changing them affects so many aspects of the game (see: adding 3 extra slots on beta breaking tons of stuff).
I'm also guessing that they'll continue with alternative progression (more incarnate slots and abilities) and allow us to apply level shifts to non-incarnate enemies via the Fateweavers/Field Analysts for added challenge and rewards. Maybe one day we'll get a proper revamp, but it requires a lot of thorough testing and is more suited to a full-on systems overall than just minor concerns. -
They don't show up in your list automatically like Montague or anything, but if you hit the "Find Contact" button they're there.
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Having a power grant extra powers or give an additional effect isn't particularly new. Auto powers, obviously, do that. Enhancements technically function like fancy auto powers, according to Synapse. Dual Pistols and Staff have a power pick that grants you 3 extra powers, meaning the tech for powers to grant other powers/effects isn't "new". Unless memory fails, they've been mutually exclusive thus far, so Fortify Pack looks to be the first case of that happening.
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Some Stalkers might not have taken AS (probably Street Justice ones, if any). More likely though is that a lot of Gravity controllers/dominators probably didn't take Dimension Shift, Lift, or Propel. All of which are fairly improved.
Personally, between all the veteran respecs, purchasable ones, respec recipes, trial respecs, other freespecs, 3 builds, etc., I don't really think there's a specific "need" for one. -
The difference is scarily night and day. And I love it. My stalker went from what felt to me like an anemic scrapper, and with the changes and the ATO proc slapped in AS, I'm suddenly slipping in and out of Hide mid-fight, critting people with impunity. Numerically it's extremely impressive, but more importantly, it feels ridiculously fun.
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Simply enough, it's as mentioned, a +33% crit chance on Scrappers. Whether or not that 33% is getting boosted by the Scrapper ATO is something Arcana and myself pestered Synapse to check on, but I dunno if he ever got around to it. On Tanks, it's a 33% damage buff instead.
For practical usage, just queue up the attack you want to benefit from the boosted chance during the EC animation. It's very noticeable in Dragon's Tail on my MA scrapper, but I believe it doesn't work in ancillary pool attacks for some reason. At least, not in Fireball from my objective and highly unscientific testing.
But, you're right. With the advent of the combos stuff, there's no real reason (that I can think of) that it couldn't give the increased crit modifier for your next attack instead of such a small window. I'd wager that a change like that is fairly low as far as priorities go, either way. -
Quote:Visually too, I meant. Aside from the big red text cue, I don't recall there being anything special about Nova Fist. I could see it being used as an animation for an awesome looking judgement, but I'd rather see a weapon based judgement before another hand to hand natural one. They'd probably have to let you pick from any weapon depending on what it was, or do something totally different like a placeable aoe warburg nuke judgement or something.Pyronic has the same animation as plain ol' Fireball, so I doubt that's close to the main reason.
For now though, I use a purple/pink colored Void as my psychic stand in on my Fortunata. Mixing up the damage types a little doesn't hurt either. -
I know the minimum's 3 characters for names, and I think the maximum is 21. Something about it being upped after City of Villains so you could add "Evil" and a space to any existing character name being the reasoning for that one, iirc.
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Degenerative is a good interface, and you'll be stacking two toxic DoTs with the typical claw attacks, which is a nice thematic fit. The -maxhp is a bit weird, some say it works great, some say it's sort of bad. Not too sure. If you want to stay in the same damage range as Reactive, Spectral (immob) and Preemptive (end drain) do the same damage DoT-wise.
I don't like to use the word best, but Ion is probably the best Judgement. Void is a bit more of an exotic damage type and the radial branch gives some nice damage reduction to enemies to help with survivability, and Vorpal looks pretty cool and can be a thematic fit.
Cimerorans are the best single target damage Lore pets. Warworks have the Victorias, who are really nasty as well, and come with some aoe too. Not too sure what the other Lore options are like, sadly.
Incandescence is terrific for general teaming, and just a very handy assemble the team power on a much shorter recharge.. Core branch increases the duration of the knockback safezone and gives even more -healresistance than the radial branch. Radial branch adds a bit of stealth and move speed in exchange for less -healresistance and a shorter safezone. I'd go radial for general teaming/stealthing missions and TFs, stuff like that. Like you mentioned, the other destinies have uses for specific trials as well, but I wouldn't worry too much about those. -
Nova Fist is already an alternate animation for Foot Stomp. Might have something to do with it.
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If it's already in there and looks fantastical enough, half the work is done already. Maybe send Tunnel Rat a PM and ask her?
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The invention hold procs are 8 seconds to enemy NPCs, 6 seconds for players.