Devian

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  1. Last I heard the /Cold shields don't benefit from PB. Is that still the case?

    What about Frostwork?
  2. Devian

    Lolz

    Good thing about BS: Hack at level 1. Oh yeah!
  3. Devian

    Thorns!

    The Throw Spines clone is Fling Thorns, IIRC. Been wanting a /Thorny dom forever because of that power alone, but I worry about the redraw issue.
  4. I wonder if DS could be given an AoE placate effect - all mobs in the targeted AoE will lose aggro on every ally near the caster.
  5. [ QUOTE ]
    [ QUOTE ]
    OCR?

    [/ QUOTE ]

    Short for "Online Community Reps", i beleive

    [/ QUOTE ]

    Thanks!
  6. [ QUOTE ]

    Some very good guesses here on the powers, but Earth Assault will be a very melee heavy set. Also opted for the regular Hurl boulder Animation, since the Propel Boulder animation uses the full 3.5 second long propel animation. Now I may be a huge fan of propel for my grav doms/Trollers, but the thought of having 2 versions of it didn't seem too fun.

    [/ QUOTE ]
    Would it be possible to choose a customized version of Propel that only tosses Boulders?
  7. Devian

    I16 and MA

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    If I can't change out the geometry for Spines then forget about it.

    Just say no to banana melee!

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    Apart from Spines being able to use the geometry from Thorns, and Thorns being able to use the geometry from Spines (both of which can be colored), there will be at least one other set of alternate geometry/FX.

    As for Martial Arts, the alternate animations we have right now are mainly punches. The idea was to provide you guys with a way to make the classic, fights with their fists and feet, super-hero that many have been asking for. That includes a new animation for assassin's strike (Assassin's Blow?).

    [/ QUOTE ]

    <3

    Regarding MA, are the powers going to renamed because of this?

    Also, what about Dragon's Tail?



    I'm guessing Crane Kick's alternate animation will be Cobra Strike's.
  8. Devian

    I16 and MA

    <QR>

    Re: Elec Armor, I hope the devs will take this opportunity to rework the set a bit, with the focus on the set's performance between having a 75% and 90% res cap.
  9. Devian

    I16 and MA

    I'm hoping at the very least we'll get the Thorns option.
  10. [ QUOTE ]
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    I use these:

    numpad1 "unselect$$teamselect 1"
    numpad2 "unselect$$teamselect 2"
    numpad3 "unselect$$teamselect 3"
    numpad4 "unselect$$teamselect 4"
    numpad5 "unselect$$teamselect 5"
    numpad6 "unselect$$teamselect 6"
    numpad7 "unselect$$teamselect 7"
    numpad8 "unselect$$teamselect 8"
    numpad9 "unselect$$targetcustomnext mypet <petnamehere>"

    divide "powexecname Ice Shield"
    multiply "powexecname Glacial Shield"
    subtract "powexecname Frostwork"

    [/ QUOTE ]

    Those are some very nice binds. I didn't realize there was an 'unselect' command

    [/ QUOTE ]

    Same here. Very nice. Now I'll no longer buff the same person twice because I don't realize teamselect X failing due to me being teammate X.
  11. I don't have the solution for what you specifically asked for, but this is what I do:

    I bind the numpad 1-8 keys to select teammates 1-8, then bind the surrounding keys like 0 and . to some tray slots, and put the allies-only powers there.

    The binding can be done in the options window.
  12. [ QUOTE ]

    Flares is actually the power that is causing most of the grief. It gets nowhere near the free damage (or free endurance if you will) that it used to. Flares is the most used attack from /fire now.

    Comparitively fire used to spam fireblast, which offered very good free damage. Basically it did the avg damage of an attack that would cost ~7.5 end, but only cost 5.2.

    New flares is nowhere near that efficient.

    It looks like ALL of the fire attacks for doms now get less free damage than any other fire attacks for the other AT's, whereas they used to be just like everyone else with extra endurance efficiency through free damage.

    Fire IS using more endurance, that is a perception grounded in reality and numbers. High recharge builds are capable of more damage now, but not by as much as their endurance increased by.

    Consume is helpful though, necessary for me as I play aggressively.

    [/ QUOTE ]

    Flares doesn't get *any* free damage any more. It has no secondary effect whatsoever.

    And Incinerate has always been on the short end of the stick

    I was going to make my first /Fiery dom, but haven't been motivated enough to do so, mainly because of the set-specific changes in I15.
  13. Spines is comparable if not superior.

    Thunderstrike's AE (both in terms of size and damage) is pretty pathetic for a power that has a base recharge of 18 seconds.

    Don't even get me started on Chain Induction.
  14. Last I played MA (2 years ago?) Eagle's Claw had a small chance to triple-crit after Placate. That alone was reason enough >.>
  15. How well does the Gaussian's proc work in Soul Drain?
  16. [ QUOTE ]
    Think of it this way: enemy mobs have a 50% chance to hit you ordinarily. Once your defense is debuffed, they now have a 95% chance to hit you.

    That's twice the amount of damage coming in.

    That is quite an interesting way of looking at helping resistance sets.

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    The "50% vs 95%" figure is only true if you're fighting mobs that have no accuracy or toHit buffs. Mobs get an innate accuracy buff if they're higher level than you and/or higher rank than minion.

    For example, AVs have an accuracy modifier of 1.5, so they already hit 75% of the time. You only need to be def-debuffed by ~13% to cap hit chance on an AV because (50+13.33 * 1.5) = 94.99.
  17. Doesn't that actually favor Fire? It's trivial to find mobs that only deal fire damage.

    What type of mobs are there that gives Shield an advantage?
  18. [ QUOTE ]
    <QR>
    Thanks for the cap info. I decided to putz around in Mids myself and discovered that the jump speed boost from Hurdle is SIGNIFICANTLY faster than the run or fly speed boost from Swift. So much so that it makes me never want to take swift again and it kinda makes me want to respec every character I have OUT of swift.

    FYI, here are the unbuffed numbers:

    Base Run: 14.3 mph
    Base Jump: 14.3 mph

    Run+Swift: 19.3 mph
    Run+Swift+Sprint: 26.5 mph
    Run+Swift w/1 SO+Sprint w/1 SO: 30.5 mph

    Jump+Hurdle: 32.1 mph
    Jump+Hurdle w/1 SO: 38.1 mph

    WTF? Why would I ever take swift when I could bunny hop with Jump+Hurdle at nearly double the speed of Run+Swift?? I'm really surprised that, out of all the guides I've read and builds I've perused in my 2 months in this game, I've NEVER seen this mentioned. Is Mids correct here?

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    Yeah, I was going to point that out, but then I saw your post.

    Hurdle is so good, in fact, that it alone gives a high speed boost than Swift, Sprint *and* Quickness combined together.
  19. Devian

    First Stalker

    Neither works like Placate the power.

    Smoke Flash will de-aggro you, but won't place you in the Hidden state that grants critial damage.

    Blinding Powder is a minor confuse and sleep that only works on minions. It won't de-aggro you.

    You can however stand around and wait for Hide to kick back in.
  20. [ QUOTE ]
    What's with all the numbers talk? The guy clearly stated that the concept he has requires Elec/SR, and that he likes Electric Melee... the question was if SR is a good set for Stalkers. It clearly is a good set, and has awesome synergy with the dynamic of a Stalker's play. There, that's it... case closed!

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    I went off topic. This probably isn't the right thread for me to ask those questions. Sorry about that.

    Never said the set was bad, but I think it can be better, and some of the numbers don't make a lot of sense, particularly CI.
  21. [ QUOTE ]
    Why don't you try actually playing the set instead of basing your opinion on numbers?

    Chain Induction is not an aoe, it's a single target attack, the jumping is a bonus.

    Lightning Rod DOESN'T BREAK HIDE. So you can Crit AFTER using it, while everything is still getting up. BU>LR>TS=2 shotted a whole spawn.


    It's certainly true that Electric is not great for single target, but then that's what AS is for. For AoE, Electric blows ALL the other sets right out of the water.

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    I have an Elec/SR that I've been playing the past few weeks. He's 40 now.

    If CI's jumping is a bonus, then how come the power has a base recharge of 14 second, and base end cost of 10? If you ignore the jumping, the attack is pretty much the same as Havok Punch. I am saying CI should have it's recharge and end cost lowered.

    What's the big deal that LR doesn't break hide? It also doesn't crit. You sound like it's superior because it doesn't break hide. Different, yes. Superior? Not sure about that.

    When I compared it to Throw Spines, I didn't factor in that Throw Spines can crit both in and out of Hide. Whatever spawns you can kill with BU->LR->TS, chances are it can be taken care of just as easily with BU->Throw->Burst->Throw. Except when all is said and done, Throw Spines is almost back up again, while LR still has another 30 or so seconds to recharge. I am saying TR should have its recharge lowered.

    Also, Thunderstrike's AoE is a bit small for most spawns, and when you knock em down with LR, you aren't giving them time to gather up.

    Elec doesn't blow Spines right out the water. That's just not the case.
  22. <QR>

    I'm not really sure what's so good about Elec Melee as a stalker set.

    There is Lightning Rod, but out of all ATs that get the same power (including Shield Charge), Stalkers have the least potential with LR. Tanks and Scrappers get AAO to go along with SC, and Brutes have fury. Stalkers top out at 275% (ED soft cap + BU).

    Thunderstrike's AoE portion only does .96 scale damage in a 7 ft radius. Compare that to Spine Burst's 1.22 DS and 15 ft radius.

    Jacob's Ladder does 1.5 scale damage in a 50 deg cone, at a cost of 8.5 end. Compare that to Ripper's 2.5 DS, 90 deg cone, and 11 end. That's 2/3 more damage, 80% more area, and only 30% more end cost.

    Chain Induction is more situational than traditional AoE powers, but it is paying an extra 8 second recharge on top of its base 6 second recharge for at most 4 charge jumps that deal only little more than half of the initial 1.32 scale damage. In other words, CI only deals about 3x ST damage in the best case. Often times a target would be killed by CI, be it the initial strike or one of the jumps, stopping the chain. Traditional AoEs don't suffer that penalty.

    Back to Lightning Rod. It does 2.4 scale damage in a 20 ft radius AoE. Compare that to Throw Spines does 1.49 scale damage in a 30 ft radius, 90 degree cone. Roughly speaking, LR has about 150% the damage and twice the AoE size of Throw Spines. How did LR end up having 7.5x the recharge?

    I don't think Elec's ST damage is any better than Spine's either. The only really good thing that Elec has going for it is its damage type.

    I think Elec could use some buffs in the form of lowered end cost and/or recharge.
  23. <QR>

    QR, Stamina, Dark Consumption, *and* Conserve Power? Seems bit overkill to me.

    I'd drop either DC or CP for SJ, in addition to swapping out Swift for Hurdle.