Yogi_Bare

Caption Champ - 11/30/11
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  1. :/


    Anyhoo... kind of an odd play.

    Can't really farm it for the Enhancements with the 20hr cooldown (so lots of alt jumping)

    It seems to have a similar XP/Enhancement drop to the DfB/DiB Trials.

    Glad a team can run at less than four if teammates drop for whatever reason (so you can ask for fillers again!)

    Disappointed that I can't convert the Overwhelming Force enhancements.

    Very irritated that I can't put them on the Market (at least I can email them out)


    [and I don't know if the word has been put out 'effectively' that the Event is live; seems that there wasn't a lot of chatter for it in-game this morning; IMO.]
  2. I am extremely jealous right now , lol, j/k

    still trying for mine
  3. So, although I can email an Overwhelming Force proc to myself; its not letting me put it up at the Auction House?


    (also, no conversion; WAI?)
  4. Looks like they need Peter Jackson to come in and reboot... Dragonlance Saga plz.
  5. Quote:
    Originally Posted by Tater Todd View Post
    Well there are so many factors!

    Imps out damage Venus Fly Trap but Fly Trap can take more hits (which was a boost since fly trap would die if you look at it funny a few years ago). Imps push a head damage wise if you can keep them alive but Overall Venus is a better choice since it's great for control and decent damage...and it's a lot like Singy it will protect you if you're in trouble.

    No doubt about it Seeds own Flashfire period no debate there!

    Roots over cages definitely!

    Bonfire...this power gets such a bad rap because it deals crazy KB and it takes a while for it's damage to shore up..also it's not proc friendly BUT it makes Creepers Nervous! With a High Recharge build you can almost get out 3 Bonfires at the same time! 2 Bonfires are the same time is gauranteed! That means almost 260 points of damage unenhanced! but the catch is that's within a minute and 30 seconds...making the power truly only useful with Super tough enemies. If you could turn the power to KD it would be used more for control and damage. So yes Carrion Creepers are better in everyway but Bonfire can be a force if it's used on the right Foe.

    (I love laying down two Tornadoes, two Bonfires, Waterspout and Lightning Storm on AVs!)



    I forgot that Bonfires could stack (so about 15 seconds of pretty good overlap damage)... but next time you're on your Plant/, go into your Detailed Info numbers for Creepers; its waaaay different than the Mid's numbers (about 3x higher); and I could actually see how that would play out..

    As an aside: Another thing to note is that any damage Interface (and Cognitive) is really going to push Creepers over the top (it being multiple pet summon).


    Speaking of that proc and Storm; Corrs are going to get a bit more interesting for me if I can land some of those KB-to-KDs.
  6. Why are we adding an EPP power, pool powers and incarnate abilities to basic set DPS?

    Shouldn't the chain be Zapp, Lightning Bolt, Charged Bolt, VS and Ball Lightning?

    And then just calcing in for basic damage; procs as a separate set of comparisons; Incarnate Buffs as a separate set of comparisons?
  7. Quote:
    Originally Posted by Diellan_ View Post
    Actually, VS is really easy to account for. The little guy deals 44.49 damage every 3.82 seconds (given ArcanaTime), giving it a total contribution of 11.65 dps that is unaffected by recharge or damage buffs (outside enhancements) including Defiance. So you just add that to whatever your chain is, and you're done.

    A build operating at +140% recharge can do LB > CB > BL > CB > LB > CB > Zapp for 629.36 damage over 13.068 seconds, which is 48.16 dps. VS bumps that up to 59.81 dps. This is without factoring enhancements, which would bump that up to almost double. The theoretical best chain for LB is CB > LB > CB > BL, which takes a ridiculous amount of recharge to pull off (+278%), and deals 291.53 damage over 5.544 seconds, for 52.58 dps - 64.23 dps with VS.
    Thanks for the calcs. (...now to find that DPS rankings list...)
  8. Quote:
    Originally Posted by dugfromthearth View Post
    quick take. Note that "needs no help" means compared to other blasters sets, not compared to other AT's which is a different discussion.

    Sonic Blast - used for teaming, does the most total damage there where -res helps everyone. Has a clear niche, needs no help
    This. Although the base numbers for solo play might be considered low (sans -res/defiance effect); if you're making these comparisons for team/league play, the attacks become a (force multiplier?) for each teammate beyond the caster. No max target cap for the 'buff'; increasing as the effect stacks.


    As far as Electric goes... I hope you aren't discounting VS from the ST chain... especially once you get down to just a single target.

    Also (for similar reasons to Fireball); Ball Lightning could also be added to the ST chain.
  9. Quote:
    Originally Posted by Tater Todd View Post
    I think that Fire out damages Plant Due to Bonfire...but bonfire is hard to control and the damage is slow. I'm hoping that the -KB proc can breathe new life to Bonfire.

    If it does Bonfire will be Fire's best power EVAR.

    I'm going to have to go with Creepers over Bonfire; Fly Trap over Imps; Seeds over Flashfire; Roots over Cages. (Creepers lasts longer, can stagger its DoT (for faster damage), can actually increase its own damage during its duration and be kitted for more damage and procs).


    Which leaves Hot Feet to make up the difference.
  10. Quote:
    Originally Posted by Circuit_Boy View Post
    The problem with you guys is you toss things out of the calculation that really need to remain in it, like Voltaic Sentinel and Zapp, just because you don't like them.

    Your loss.
    A long time ago, when I was trying to white-knight EB from getting shafted (number wise), I believe it was for the same reason; the exclusion of VS from ST calculations.

    It's been awhile since I've done the numbers (and have probably lost the notes), so I would appreciate if one could redo a ST DPS calc that includes VS. Thanks.
  11. A well slotted TB means there is no return fire.
  12. TW's Defensive Sweep can give you more than enough Melee defense to keep up and close encounters more than manageable; especially when combined with EA's resists. So you've actually got fairly decent coverage.

    Ranged defense is a little difficult to come by so try for typed defense instead.

    If you're not scared of the Endurance monster (and you shouldn't have to be with both Energize and Power Sink) go with Soul Mastery for Darkest Night and the additional 20% direct damage protection plus the enhanceable To Hit debuff.

    TW also has a fair amount of KD/KB for other forms of mitigation and should buy you some time to use Power Sink offensively (with Lightning Field).


    [You know, if you go with Staff, you can get comparable Melee defense plus bursts of added resistance from SkySplitter in Body Form (+7.5%)]
  13. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Fulmens, I do agree with this. However I think the point that Lothic is trying to make (similar to the point I made a few pages back) is that there are people who enjoy Electrical Blast as it is now and any changes to the set should attempt to avoid breaking how the set plays for them.

    Some of the changes proposed in this thread for Short Circuit in particular would probably end up breaking set for those of us who enjoy it now.

    In general I would say that any attempt to fix Electrical Blast should probably keep two features:
    1. Short Circuit remains as a large area AoE with strong endurance drain and reasonably fast recharge (i.e. recharge shouldn't increase above the current 20 seconds)
    2. Voltaic Sentinel should remain a pet of some sort.

    I could be wrong but I suspect that most people who like the current iteration of Electrical like it for one of those two reasons. Yes, Short Circuit is a hard power to use, especially on a Blaster, but if you can use it effectively it is extremely powerful. It's got a much wider area than most AoEs and the Endurance Drain is (I think) more powerful than people give it credit for. Similarly VS is power that is unique in that it's a semi-pet in a Blast set. I'm sure some people took Electrical Blast solely for that.


    On that note here is how I would change the set. First the small changes:
    1. Decrease the cast time for Short Circuit and change it so that it deals about 50% of it's damage up front. This makes it easier and safer for Blasters to use.
    2. Increase the damage on VS, possibly by adding a chain effect or just a straight damage boost, decrease the cast time (and maybe change it so it just appears next to you rather than needing a summon location declared)

    Now the big one. Remove Aim and replace it with a new power called Charge Up (because I suck at naming things). Charge Up would provide a moderate To Hit Buff (enough to hit FastSnipe with little or no slotting) and a small damage buff (probably less than 20%). Duration would be 30 seconds and recharge 90 seconds. While Charge Up is active Charged Bolts, Lightning Bolt, Zapp and Ball Lighting all have a chance to Chain and hit additional targets. I'm thinking something like 30% for Charged Bolts, 50% for Lightning Bolt, 100% for Zapp and maybe 10% per target for Ball Lightning (the Ball Lightning chain effect would only hit one target for each chain proc, not a full AoE).

    The general effect of this change would be two-fold. First Electrical Blast using SOs gets FastSnipe two-thirds of the time on it's own about 90% of the time if Charge Up is cycled with Build Up (you can probably hit 100% with IOs). This would help with the single target strength of the set by allowing it to use Zapp to make up for the lack of a third ST blast. By adding chaining to it's single target attacks and Ball Lightning it gets a bit more AoE strength at range. An IO build with decent recharge should find it possible to get Charge Up permanent giving more options for IO'ing. Finally it doesn't technically break the cottage rule (Charge Up still buffs To Hit and Damage).
    I like this.
  14. Quote:
    Originally Posted by Zombie Man View Post
    Problem: City of Devices

    While it was a brilliant idea to do two buffs at once, namely, buff Snipe Attacks that has a prerequisite which Blaster Devices can easily meat, and thus, Devices is buffed; it instead has created a problem: Devices have become the go-to secondary for any Blaster that's going to use a Snipe attack.

    I'm already seeing the mentality and the builds -- since Devices can perma insta-snipe, then you only take Devices and build around that. The new Blaster min-maxer has emerged: Any-Set-with-Snipe / Devices.

    Favored legacy toons may be respecked by some Blasters to access Snipes and use the tools available at level 50 to make it (nearly) perma. But all new Blasters will be some from the Devices.

    Even with insta-snipe; would that be enough to justify foregoing a different secondary (for overall DPS; ST and/or AoE)?
  15. Quote:
    Originally Posted by ClawsandEffect View Post
    A chance to chain added to ALL Electric Blast attacks would probably be a little overpowered.

    I was going to keep this to myself, since I PMed Hawk with it directly already (no, he hasn't responded), but I had an idea to add a chain effect to Electric Blast that wouldn't alter too much.

    In light of the mechanic introduced with Time Manipulation and used to buff Gravity, my idea was to use that mechanic in Electric Blast.

    If you fire your tier 1 or tier 2 blast at an enemy who is affected by Tesla Cage (most Electric Blasters take Tesla Cage, right?), it will have a chance to chain to up to 5 nearby targets.

    Note that I said "affected by" not "held by", so it will still work on GMs and AVs who are difficult to hold.

    I have no idea how difficult this might be to implement, or if it's even possible, but I thought it would be a thematically cool idea that wouldn't be as potentially overpowered as just adding a chain effect to Electric Blast powers as an inherent ability.

    The chance would have to be pretty small (like 10-15%) to avoid being overpowered, but I thought it could be a cool addition to the set. Plus it would look cool to see electricity arc off the ball of Tesla Cage and hit a random target.

    I had another suggestion in there as well, but my wife convinced me that one was a bad idea.
    That would solve the 'DfB' issue; giving it a Disintegrate-esque mechanic to work off of.
  16. Quote:
    Originally Posted by Lurker Hunter View Post
    In case Arbiter Hawk comes back in I have a concern to be raised...

    Concerns about LRM, specifically. There's the usual shpeal about comparing it to Judgement powers, which are superior in DPA, recharge, and uninterruptability. But my main concern is, because it is a snipe, it does not fire if its target is killed before the charge time is complete. This is a problem when my "anchor" is killed while charging up, yet there are still a ton of baddies around him able to take the damage.

    My question, is there a way to modify the power to make it more viable during combat? I understand that it is a highly damaging ancillary power where the trade-off is a less protective ancillary resistance power, but the difficulty in coordinating a strike with your team (or relying on luck to make sure your anchor doesn't die first) makes the power more harmful than helpful.

    In the past I've suggested a few ways to help the power out.
    - Allow the projectile to fire even if its target is dead.
    - Instead of targeting an enemy, target a location.
    - Increase the damage done to its target, similar to Thunder Strike. (This would also make it useful during boss fights. It just seems appropriate for rocket launchers to be effective against bosses.)

    Though, I totally wouldn't mind if you guys added a Rocket Launcher and/or Minigun themed Judgement instead.
    I like the TAoE option.
  17. Quote:
    Originally Posted by Codewalker View Post
    IMO that's just dancing around the fact that putting Soul Drain in a blaster secondary was just a bad idea, all around.
    I've always been disappointed in the fact that the /Dark AoE buff powers didn't have a -ToHit component to them. Maybe it's something they should consider, as a minor step, to help shore up some of the negative perception about applicable /Dark secondaries.

    Or they can make a ranged version; a TAoE like Poison's Evenom or Weaken (small radius; buff front-loaded off the primary target)?
  18. As an aside: Call to Justice is a team buff power; so, like Tactics, it buffs everyone within range

    (sometimes makes me wonder why anyone would stay villain after getting their Patrons; outside of concept/RP)
  19. I'm glad that VS finally seems to be getting its propers. For all the bashing that it and Electric gets; VS has always been potent in my view.

    I've always counted it as part of my ST chain and given it its credit as a great Damage Per (A/E/S) power and as a great alternative to being mezzed and not attacking at all (so that's four attacks through mez you Blasters you).

    It has the same drawback as Lightning Storm; random targeting (when multiple targets are present) but it does follow you, has more (base) up-time and it doesn't cause scatter. (and people seem to love LS)

    That being said, I wouldn't mind it we could cast multiples and/or if it could chain its attack.
  20. Quote:
    Originally Posted by Zaloopa View Post
    I don't know about this idea. There are times where you want your single target attacks to stay single target. Say you're a lowbie electric blaster on a Death from Below badge run, for the cadaver counter badge you'd have to just not attack at all for the fight for fear of a stray chain killing a minion. Or on a KIR you better hope anti-matter doesn't fly to close to the enemy you're blasting. Granted those are both fairly minor, but they could be an annoyance.

    Now if there was a way to have a choice for when it has a chance to chain, then I'd be all for it, because I can think of a lot of situations where it would be very useful.
    Hm, forgot about those type of contingencies (which I shouldn't have because I've recently made similar mental notes about that and Disintegration Spread for my Beamer).

    ...perhaps have it apply only to the AoEs and the pet then?
  21. Quote:
    Originally Posted by Zombie Man View Post
    Do you think anyone would use these hoping they'd go off often enough to make the use of a Snipe an insta-snipe?
    If I'm using these in a build (and slotting permits) then I'm placing in multiple powers for more consistency (non-unique that is); regardless of the Snipe changes. Same with similar procs.
  22. The Decimation proc (ranged set IO)

    The GSFC proc (to-hit set IO)

    The Analyze Weakness proc (defense debuff set IO)

    The Siphon Insight proc (accurate to-hit debuff set IO)

    []

    Call to Justice (Hero) Alignment power (+10 tohit for a full 30 seconds)
  23. Any chance of rounding the Defiance percentage up to the nearest whole number (why the mixed numbers anyhow?) and tacking on an extra second (plus any rounding to the next whole) to their duration?

    With the "Forms" mechanic popping up here and there can we convert Blaster Defiance to do something similar? Offensive, Neutral, Defensive... (personally, I would like to see all ATs get some version of this that ties into (and diversifies) their current inherent abilities)

    When are Blasters going to get a substantial increase to the number of secondaries they have; through ports or otherwise? (they seem a bit light currently)

    Can Electric Blast have the 'chance to chain' added to all of their attacks (damage plus -end/-recovery)?

    Can we use existing animations to expand on points where blasts can originate from?

    Adding a 'chance to' effect based on starting target range from character (Blasters Only) whether its damage, effect or a combo of both? (for a more 'point blank effect')

    Expanding the Kheld inherent mechanic into [i]all[/i ATs; doing so at reduced value for other ATs while possibly adding something extra in for Khelds? (Impacting team diversity)

    Doing something with the Ranged class ATO procs besides more 'chance to' damage? (I think many of the ranged classes got outdone, comparably, when it came to determining those effects)