Another_Fan

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  1. Quote:
    Originally Posted by dugfromthearth View Post
    they decided to cater to people who like ABUSING DRAIN PSYCHE rather than cater to the people who do not like it.
    Fixed that for you.

    Just a heads up for you, before you accuse people of not liking something you should actually have a few facts. In my case I have 3 /mental blasters all fully accoladed and IOed out to the gills. I didn't make that effort because I dislike mental.

    Quote:
    you can use disparaging terms like munchkin to try and dehumanize other players to help you feel like they are not important, but that just shows the weakness of your position.
    Munchkin is an incredibly accurate description of builds that are designed to do little more than fight smash lethal enemies with no defense debuffs or mezes in the AE.

    It hardly dehumanizes the players because it says nothing about them, except the fact they can use an optimized build.


    Really this is about the devs telling everyone that rolled an AR/Ment, ice ment, etc because they wanted the immob or the cone, or world of confusion to get the extra defense, "TAKE A HIKE YOU SHOULDN'T GET THE SUSTAIN EVERYONE ELSE IS GETTING UNLESS YOU CHANGE YOUR PLAYSTYLE". Heck not even fire is being told you have to blap.
  2. Quote:
    Originally Posted by Agent White View Post
    No, at the end of the day why does it matter so much to some people what capability other ATs will receive out of this in relation to blasters?

    It does not matter. This is an everybody wins scenario.

    Remember you felt that way the next time you join a league and its 90% tanks,scrappers and brutes. It's really important in any game that you have similar levels of effectiveness amongst the pieces. Otherwise what you see are masses of a few particular pieces.
  3. Quote:
    Originally Posted by Obitus View Post

    Personally, I think Mental's the big loser in I-24, given what I've heard as of this moment. Drain Psyche is too good for niche builds and play styles, but in comparison with the new survivability clicks in other sets, Drain Psyche will be too weak for everyone else, post I-24. It seems backwards for the developers to preserve DP's current mechanics for the sake of the former group and at the expense of the latter.

    I couldn't agree more with this. It's amazing that they have decided to cater to munchkin builds that need a customized play setting to work while ignoring the people that took mental to round out their ranged aoes, or for the immob or any of its other features.
  4. Quote:
    Originally Posted by StratoNexus View Post
    It seems highly unlikely the end reduction in Energize will remain that high. I fully expect that value to drop to 60%, just like every other Conserve Power to Energize change has done. That is still very good, of course.
    Probably so. Even at 60% I expect it will be trouncing drain psyche for everyone except people spending all their combat time in melee
  5. Quote:
    Originally Posted by StormDevil View Post
    I guess I missed this one?
    Part of the change to the support sets is conserve power is becoming some sort of energize clone. Can be permed and gives a large regeneration buff.

    I am really surprised people have been going ape over the changes to devices when energy manipulation really is the break away winner. Conserve power is even more valuable because of the new nukes. Nothing like having an extra free 120% end reduction for powers that cost 27 end.
  6. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Oh yeah, I missed that. Well, in any case it still supports my actual point which was that Crashless Nukes DO NOT benefit Defenders and Corruptors more than Blasters.
    That isn't a given. The new nukes give defenders and corruptors a really powerful aoe/control power that they can now use without worrying about losing their toggles. Take a look at the case of the Rad/Ice defender that can now Blizzard->Ice Storm-> Frost Breat all the while leaving radiation infection and enervating field running on the spawn.

    The same holds true for other debuffers that can now keep their toggles running through a nuke when they couldn't before.
  7. Quote:
    Originally Posted by MisterD View Post
    ONLY 300% rech. Only. I said the same if the blaster thread..talking best conditions is totally fine..but Id love to see teh % of AR users who have 300% rech. Nevermind the people playing the toon..you know..before 50..
    Just say no to drugs son.
  8. Quote:
    Originally Posted by MisterD View Post
    But only the best ST damage..assuming perma snipe? Which..wont be possible paired with em? And it will still be 3 st attacks that are just lethal damage..compared to flares, fire blase, blaze and blazing bolt..
    (Power boost + Tactics + kismet) -> (build up + kismet) = permanent 22%+

    You can theoretically just have Power boost+ tactics + kismet and 300% recharge in power boost and have permanent fast snipe. But seeing as you have build up you only need Powerboost and build up on a 25 second recharge (with allowances for cast times)

    Not difficult at all and for your trouble you get gigantic AoEs and the best single target damage.

    Regarding fire, It's showing exactly how crazy /energy manipulation is going to be. You have blaze, blazing bolt, Fire ball repeat as an attack chain. You have aim in addition to build up so you don't need as much recharge in power boost to have your permanent snipe. With the new conserve power its not difficult use fire ball as a single target attack.
  9. Quote:
    Originally Posted by Arcanaville View Post
    In fact FA at its target cap will have roughly the same damage over time as I24 Nova at its target cap for reasonable levels of recharge.
    That is a little misleading. In both cases the powers are best used in conjunction with either build up full auto or aim and build up in nova's case. So their real usage rate is the recharge rate of Aim and Build Up. It's also very rare to see multiple full autos or for that matter rain of arrows used on a spawn, because of the difficulties in positioning and the long cast times.

    AR could really use a look at just the same. The set is really going to be very overpowered. Its going to have the best single target damage of all the blast sets and will still be in the top 3 for AoE. When you consider its natural pairing with Energy manipulation makes its problems go away gives it a perma snipe and a nuke cone that can have a 200 foot range that seems just a little over the top.

    On a separate but related note Energy Manipulation could use a once over given the effects from i24 changes. Between permanent boost range, power boost, and conserve power this set has gone from the front of the pack to lapping the pack.
  10. Quote:
    Originally Posted by PleaseRecycle View Post
    Hint: that doesn't vindicate you in any way, it in fact makes your crowing about how the set was so clearly broken when everyone else was telling you to hold your damn pants on for dev chat regarding issue 24 even more inane looking given the speed of the confirmation of their correctness.
    ROFL is your water blast toon Kool Aid Drinker ?

    Seriously given how well the devs handled snipes its all the more reason to shout out in advance.
  11. Quote:
    Originally Posted by Johnny_Butane View Post
    I think Hover should have it's speed increased to what Fly is and have Fly removed from the game. Then Fly's current spot should be taken by Afterburner and a new flying attack created to be the new 5th power in the Flight pool.


    .
    And now I am one of the people that feels it no longer needs a buff.
  12. Quote:
    Originally Posted by Arcanaville View Post
    Those were the only three things you were ever for?


    Also: who was for Hover speed getting nerfed?

    Believe it or not there were people who argued it shouldn't get buffed.
  13. Quote:
    Originally Posted by seebs View Post
    Observation: A_F says the set looks too weak.
    Conclusion: I should roll one the instant I can and play it to death before the desperately-needed nerfs.
    Just to laugh even louder.

    The set is already scheduled for a buff.
  14. Quote:
    Originally Posted by PleaseRecycle View Post
    Great news, Ultimus. A_F and J_B have been hired as the new development leads at Paragon Studios. Everything's getting buffed forever.
    Lets See I was for

    1. Hover Speed getting buffed
    2. Blaster survivability getting buffed
    3. Blaster Damage getting buffed.

    Looks like I am 3 for 3

    Oh and a bonus point that water blast in its present form was underpowered with the changes coming down and would need a buff. Check again.

    Sounds like you could do with a little buff.
  15. Quote:
    Originally Posted by Siolfir View Post
    Alternatively:
    Corruptor = .75 * (1+.95+3.05) * (1+.3) = 4.875
    .75 = ranged mod
    .95 = enhancements
    3.05 = Fulcrum Shift to self-cap damage
    .3 = Scourge

    Of course, this doesn't track animation time involved in stacking Fulcrum Shift to remain at the damage cap, nor does it take survival into account. But if you're going to look at Sleet + Heat Loss, which is one specific outlier case, then I'm going to look at Kinetics as another.
    Fair enough, I don't play many kins so I tend to forget them.
  16. FWIW

    Damage = (damage mod)(1+Enhances+Global boosts)(1+Damage Multipliers)

    Blasters =(1.125)(1+.95+.30+.40)(1) = 2.985
    1.125= ranged mod
    .95= from enhancements
    .30 = average value defiance
    .40 = benefit from aim and buldup

    Corruptors =.75(1+.95)(1+.6+.3) =2.785
    .75= ranged mod
    .95 =enhancements
    .6= maximum resist debuff sleet+heat loss
    .3 = scourge
  17. Quote:
    Originally Posted by ClawsandEffect View Post
    Cynical much?
    Not really I left out fixing pet AI after they broke it for demons and I left out garbage fixes like "Fixing the AI" by making it impossible for pets to benefit from recharge.

    This is all stuff off the top of my head. Lord only knows how long the list would be if I actually bothered to write these things down.
  18. Quote:
    Originally Posted by seebs View Post
    Observation: A_F says the set looks too weak.
    Conclusion: I should roll one the instant I can and play it to death before the desperately-needed nerfs.
    Glad to see you actually had something constructive to say, not just lashing out because you dislike being reminded of the shortcomings of the game.
  19. Quote:
    Originally Posted by Issen View Post
    Again, what makes you think the dev's won't give something sets without a snipe so as to make them balanced to sets WITH snipes?

    I am sure they will get around to it in a timely fashion. The same way they have addressed other issues in a timely fashion.

    Making certain that defiance 2.0 was a sufficient adjustment for blasters.

    Addressing the problems in PvP 2.0 and making the frequent changes they promised.

    Making adjustments to dual pistols.

    Fixing shield charge.

    Fixing Blessing of the Zypher.

    Dealing with problems in the architect system that were pointed out pre launch all over the place.

    Fixing the over nerf of energy melee.
  20. Quote:
    Originally Posted by PleaseRecycle View Post
    Have you noticed that everyone else has noticed that you specifically want every set to be the best set? Especially new sets, those have to be the best set or they just aren't any good at all.

    Best at what?

    BEST SET!

    Who's measuring quality?

    BEST SET!

    How about this set? How's this one?

    NOT BEST! BAD SET!
    You seem to be screaming at a voice in your head.

    If for nothing else its impossible for every set to be the best set.

    Water blast is a reasonable but little low performer now, but will fall behind with the snipe changes. That's just the way the cookie is crumbling.
  21. Quote:
    Originally Posted by MisterD View Post
    You did it again..variable chance. Isn't a chance..obviously variable?
    No

    Quote:
    Not to mention..doesnt teh % go up to 100 on some of the WB attacks? KNOWING you will kb something, as a certainty, sounds a bit better than just a chance..
    Having something behave inconsistently is an improvement for you ?

    Quote:
    And again..why does it even matter? The set is NOT AR. Pretty obvious yeah..but why should it do all ar does? Does ar have a Heal? OMG buff ar??
    There are only 2 things that any set does that actually matter. Killing the enemies and keeping you alive. Water blast keeps you alive a little better but not nearly enough to make up for its deficit in killing enemies.
  22. Quote:
    Originally Posted by MisterD View Post
    Um.. How do you have a 'constant' chance? That is silly wording. You mean the chance is always there, and giving..that %chance. No constant about it. Also..remember all those people who hate KB? You cant stop all the kb in AR. And ignite? Yeah great damage, but good luck hitting anything with all the tics..unless it is locked down. And if you have been locking it down yourself, well..that is branching out into other powersets.

    Water blast has a variable chance of kb depending on your current level tidal forces. This is opposed to AR which has fixed percentage chance.

    Almost all the blaster secondaries have an immob.
  23. It is a very solid corruptor/defender set as long as the whirlpool gets the same damage as the blaster version does. At that point it has a very heavy damage aoe control, Exceptionally nice location aoe and kind of meh single target damage.

    As a blaster set it was pretty poor to begin with and the nerfs havent improved it. Geyser just isn't available often enough to be really attractive. So it really has only 3 AoEs that can be counted on as available. 1 of those is a very long DoT, another is a 40 foot cone, finally you are left with the gem of the set a solid Targetted AoE that does 100% KD.

    The set could be liveable for blasters if it didn't have the tidal forces mechanic.


    Quote:
    Originally Posted by StratoNexus View Post
    Water Blast has good control and a self heal. It should be behind AR and Fire in single target and AoE damage.

    Rifle's control does compete, but Water's is modestly better.
    Full auto = Dead things
    Geyser = Stunned dead things

    slug = constant chance of knocked back things
    M30 = constant chance of knocked back things
    Buck Shot = constant chance of knocked back things

    Hydro Burst = Variable chance of Knocked back things
    Hydro Blast = Variable chance of Knocked back things

    Ignite = Run Away
    No match on water.

    Its win will be corruptors and defenders where the control in geyser will be nice.
  24. Quote:
    Originally Posted by TwoHeadedBoy View Post
    lolok. I'd love to see a Tank solo the GM's my Blaster can solo. Without temporary powers, pets, or inspirations. I've seen Tanks boasting about "soloing" GM's with Lore pets. I'm sure lots of Tanks have "soloed" GM's with envenomed daggers. But that really doesn't count.
    I am sure if you define the challenge in a narrow enough way you will have the result you want

    Quote:
    Sounds like you're just clinging to the past, man. Incarnate powers are an assumed standard for high end builds in the modern game. I routinely build around Agility on very tight, slot consuming builds with rigorous goals. I calculate my potential damage output with the right Interface before I even make a character. If I come up with something that's hurting for recovery, but I like the build, I just plan to take Ageless. Using end game powers for high end builds isn't a bad thing- It's the direction the game is advancing in. The only exception for this is Lore, but that's just a personal thing that I have a problem with. I don't like Lore at all. It just feels cheap to me.
    That's fine but you need to realize that there are plenty of builds out there that have outdone yours and done so without incarnate abilities for crutches.