Da_Captain

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  1. Da_Captain

    Bane Buffs?

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    Banes don't need a buff.

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    Yeah, they really do. Being squishier than all the other VEATs while not dealing more damage and not having unique features like a Fortunata's control makes a branch weak. Their attacks are just too slow. They're unwieldy. Surveillance dropping your Mace is bad. It also needs to last much longer. You shouldn't be whipping your targeting comp out every twenty seconds to maintain that -res.

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    I agree that a good buff for Bane is to reduce the # of weapon redraw. That will speed up Bane's action a lot. Other than that, I think Bane is decent.

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    That I can agree with, more of a QoL issue than it is a buff, I just don't see how targeting your enemy makes you put your Mace away. I also think that Bane Armor should take Healing enhancements to increase HP it is like one of the only powers that increases HP and does not take healing enhancements it really can't be WAI.
  2. I am looking at this and just wanted to know if anyone had any insight on this APP for Blasters (PvE wise). It looks like it has a pretty good bit of mitigation plus a ranged crashless Nuke. I have never played with it and would just like to know how it is in PvE as APP.

    Thank you.
  3. Da_Captain

    Bane Buffs?

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    If Banes can't be compared to Widows then what should they be compared with? Crabs? Mngwa said it best. At SO level the other VEAT paths exceed what a similarly enhanced Bane can do.

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    If that is the case then you need to work on your Bane build, because on an SO level Widows have a total unsuppressed defense of 33.6 and Banes have an unsuppressed defense of 31.6 plus passive mez protection, 12% resist to all, and a 20% hp buff (one of the QoL issues was to let us enhance the hp don't see that as a buff though).

    Did not include Mind Link as it is not perma with SO's nor did I include CT for either only increases one aspect of defense so either would still have two to worry about.

    Crabs on an SO scale are just as bad if not worst because there pets are not perma (not saying they are bad to play even with SOs they are still AoE beasts). However they lose a massive amount of DPS as they rely a lot on the pets for the extra damage.

    When you look at them they are set up equally

    Widows = Very High Melee Damage and High Defense
    Crabs = Pets, High Ranged Damage, Debuffs, and High Resists.
    Banes = High Melee, High Defense, Minor Resists, Pets, Debuffs, and One good range attack.

    I would say they are balenced, it is just when you compare straight up damage and defense to a Widow Yeah a Widow is on top, but you can't do that because Widows don't get pets. Honestly you really can't compare any of the VEATs with each other just beacuse there are all SoA's does not mean they can be compared. Yeah they are in the same AT but it is not like you are choosing a different element of that AT. It is easy to compare a Fire Blaster to an Energy Blaster they are the same set with minor differences Banes and Widows are like trying to compare Scrappers and Stalkers some similarities but plenty of differences.
  4. Da_Captain

    Bane Buffs?

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    I agree with the placate recharge thing(but it would be cool, I didn't get to try it in beta ), but I don't see a lot of Banes, mostly Crabs and Widows. Mine is IOed to the gills, so maybe this diluted how they perform.

    But I'm under the impression that is you get a SOed NW, Crab, or Fort and test it against an SOed Bane, the three mentioned will generally come out on top, both in damage and overall survivability. Please correct me if I'm wrong.

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    Really depends on what testing, depending on your build Banes can actually pull ahead of Widows and Crabs. Haven't tested against a Fort yet.

    Tests were conducted as follow, Ruthless mish set for two people. Timed to see how long one would take to finish. One stood around at door while other did everything but the objective, then was reset for other person.

    What gives Banes the advantage against Widows is the fact that Banes can get up to 3 pets and most Widows don't even take a patron pet. After testing is was proven that even with just call reinforcements (which is a soldier power) base slotting with SOs 3 recharge, 2 damage, 1 accuracy, it gives the Bane the extra DPS and mitigation needed to just plow through a mish. Widow had perma Mind Link and a lot of bonuses too much for me to remember. However, in the end, Bane completed the mish a whole minute and some seconds earlier with just the Call Reinforcements (mish was completed in under 4 minutes so they were up the whole time).

    After testing with the Crab, he did even worst than the Widow did which surprised all of us. He had perma pets and he used all six. However, he completed it in a minute and a half after my Bane. I am guessing that the high melee damage plus the pets damage helped put the Bane over the top. As per what went on in the mish the Crab took about 10 secs longer per mob.

    So let me know what tests you do and what the result in. I will give you that the other VEATs come out on top in survivability. In terms of damage Bane pulls ahead.

    So high melee damage, great defense, pets, plenty of mitigation tools... trying to figure out why they need a buff...trying...trying...trying...just can't find it.
  5. Da_Captain

    Bane Buffs?

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    Banes don't need a buff.

    [/ QUOTE ]They do compared to widows. Widows can get soft cap defense really easy and out damage banes most of the time when survailence isnt up. So I think its fair they at least get some defense debuff resistance.

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    That is where the problem lies, Banes shouldn't be compared to Widows.
  6. Da_Captain

    Bane Buffs?

    Really compared to most ATs Banes are OP and don't really need a buff. When Banes had a low recharge time on placate all the Stalkers cried and moaned so I don't think that is coming back.

    There are a couple of QoL issues they could fix someone had it in a post a couple months ago, but they don't neccessarily need any buffs at all.
  7. First I hear about Dom buffs, then Dual Pistols, and now this. Hmmmm let see what else I have been wanting for sometime...Power Customiz...Nah not going to get my hopes up too high, happy with what we have now.
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    My first VEAT was a bane and i instantly fell in love with him,

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    This is exactly how I felt, once I turned 24 and switched and SO'ed him up the first thing I did was solo two EB's. after that I turned 26 and got placate, I got on an eight man team and everybody died but me and I took on like three full eight man mobs of Scrapyraiders.

    Those were the two moments that I felt epic. Well he was also the first toon I IO'd out, oversoftcapped defenses in melee, range, and AoE. This was the first toon I loved to play (that is not a dominator).
  9. I think the new expansion will solve this.
  10. How would this work in a power like Drain Psyche?

    Would I only get one use for the power or would it tick for each enemy effected?
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    Set IO's turned my Warshade from a controller/blaster/tanker wannabe, into a demi-god.

    And made my scrapper pretty stellar too.

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    Yeah I know the feeling. Made my Bane Spider go from Low level EB to High level AV. Set bonuses do wonders for all ATs
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    Just one question for the devs:

    Where are the electricity Controllers?

    We have the tech costumes that make this fit. I can think of 3 Holds 1 being a group hold, a pet summoning, even an AoE that could be used. I know many people would hate it, but I am just too big of a fan of the end drain to not have that option.

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    Because it would need a large number of new powers. Mental Manipulation was pushing it with World Of Confusion.

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    You sure? There is already a ST Immo, ST hold, AoE Immo, PBAoE End Drain (figured Elec/ control would consist of End Draining as its form of control), a toggle that drains end and damages, an AoE Stun, and a pet. All it would need is an AoE hold, and another AoE soft control (probably a sleep) or VS

    Really when you look at it the only thing really stopping Elec control from being made is an AoE hold.
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    Dual Pistols blaster

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    I have been hearing this rumor for sometime now, think it is going on 2 years. Until I see a redname post it with time/date/issue of release, I am done getting my hopes up.

    Next subject.
  14. Da_Captain

    /devices?

    Hey AncientSpirit, I was thinking of doing a Energy/Devices before I did my Fire/Devices, but I didn't think the KB would mesh well with the Traps.

    Just out of curiousity how does it play? Might make it my next Blaster after I finish up the Fire/Devices.
  15. Da_Captain

    /devices?

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    they can just as easily put the damage boost in cloaking device but it would make far less sense in there.

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    Not if there was a stealth strike component in each blast.
  16. Da_Captain

    /devices?

    To the OP,

    I don't know what to tell but to atleast try it out. People look at things differently.

    I have a lvl 29 Fire/Devices who I am completely in love with. I would choose this toon any day over my Fire/Fire. Caltrops --> Rain of Fire --> Aim --> FireBall and Breath of Fire is a great combo. The Caltrops from the devices gives the mitigation I need to make Rain of Fire a nice power all by itself.

    Smoke Grenade is good for extra defense, adds to my already high ranged defense. I can't wait to check out Gun Drone, a pet seriously who needs build up when you have a whole other source of damage, not only that but it also takes aggro, and to my understanding with enough recharge you can have more than one.

    My advice is to at least try it.

    EDIT: Just to note with the new defiance, summoning Gun Drone gives you 39.5% damage boost for 13.5 sec and setting up a trip mine gives you another 26.4 for 11.5 secs so if you time it right for 8 secs you can have a damage boost of like 55%.
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    Why the Def/Recharge from Karma? Is it for the 1.5percent xp debt reduction? I'm not seeing the point of it.... just curious as to your thinking

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    I gotta quit being lazy and get my new build up. I looked at that when I had that build too.

    In my new build I have the Steadfast KB protection. It gives off some extra recovery.

    But I will be working on Mids this weekend and will update my most recent build, which might change soon after as I am looking at some of those PvP sets.
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    Time Lord is a day job accolade that grants +7.5% global recharge, among other things.

    [/ QUOTE ]10%.

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    And from what I heard in i13 Beta it was a perma 10% don't know what happened there.

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    Ok, going to log off in Oroboros and then we shall see, ok?

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    Don't get your hopes up, guess I should have posted it here too, but it is not a perma buff on live.
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    Ok, so working with "/Energy's strength is single target control", and what we've learned that "chance of is pretty worthless, when you've got 100% controls in your primary". How can we arrange 100% effects in the controls to not be overpowered, but to still be useful.

    * Power Bolt - 50% knockback, 50% mag 1 stun for 4 seconds. The one exception because it's the weakest.
    * Bonesmasher - 100% mag 2 stun for 12 seconds.
    * Power Push - 100% knockback, unchanged
    * Power Blast - 100% mag 1 stun for 8 seconds, 100% knockdown.
    * Whirling Hands - 100% mag 2 stun for 4 seconds.
    * Total Focus - 100% mag 3 stun for 15 seconds. 100% knockdown.
    * Sniper Blast - 100% knockback, 100% mag3 stun for 15 seconds.
    * Power Burst - 100% mag 2 stun for 12 seconds, 100% knockdown.

    Domination would probably add mag 1 to everything instead of doubling it.

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    Very nice idea.
    Numbers are overpowered (lower down to 2/3 values for all except Whirling Hands).
    Otherwise very nice.

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    How are those values overpowered?
  20. [ QUOTE ]
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    What extras or discounts could you give it?

    [/ QUOTE ]Additive changes to the snipes might help (might might might might might, I must reinforce) as I stated a beelyun years ago. Also, Claws gets a discount on its recharge/end/damage formula - allowing it lower costs and lower recharge for its damage. The same might not be an unreasonable addition to energy - a change that's still halted by DPA.

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    Do you remember what you came up with for Sniper Blast? A phase effect. That's not going to do much for Energy Assault. Even if you gave /Energy a discount for rech/end/dam somewhere, what would be the result? I'd expect to still have slightly above average single target damage with mostly useless secondary effects.

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    And another idea comes to me:

    100% low-mag stun on every attack. Interesting stun stacking possibilities.

    [/ QUOTE ]Similar to the -res, this is stuff that only works when you're getting sequential attacks against things. Not generally as useful as it sounds. But don't get me wrong, it's not a bad idea at all, though perhaps better on a fast-attacker than an Energy Assault dom.

    I do think the identity of /EA is 'the single target control guy,' so we should probably expect changes to adjust that.

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    Ok, so working with "/Energy's strength is single target control", and what we've learned that "chance of is pretty worthless, when you've got 100% controls in your primary". How can we arrange 100% effects in the controls to not be overpowered, but to still be useful.

    <ul type="square">[*]Power Bolt - 50% knockback, 50% mag 1 stun for 4 seconds. The one exception because it's the weakest.[*]Bonesmasher - 100% mag 2 stun for 12 seconds.[*]Power Push - 100% knockback, unchanged[*]Power Blast - 100% mag 1 stun for 8 seconds, 100% knockdown.[*]Whirling Hands - 100% mag 2 stun for 4 seconds.[*]Total Focus - 100% mag 3 stun for 15 seconds. 100% knockdown.[*]Sniper Blast - 100% knockback, 100% mag3 stun for 15 seconds.[*]Power Burst - 100% mag 2 stun for 12 seconds, 100% knockdown.[/list]
    Domination would probably add mag 1 to everything instead of doubling it.

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    I would play it.
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    I don't see the knockback dammage aura..

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    I meant one aura does knockback and another does Damage. So in theory if both were to be active at the same time the Knockback would know them out of the damage aura.
  22. A knockback aura doesn't mesh well with a Damage aura.

    But then again Dark has a fear and damage aura.
  23. Da_Captain

    Group Fly

    I would love to sign it, but I don't know too many people that even take this power. In my 4 years of playing I have only seen this power used once, and that was in the hollows, this one guy was nice enough to transport a group of lowbies to their mish.
  24. This thread contains some good info on VG, even though it is not effected by domination it is still a pretty good AoE hold, and it is working as intended.
  25. With all that recharge why slot a recharge redux in PSW? I think that could be better with another damage proc.

    Nice build like all that recharge and love how you managed to fit in Weave.