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Posts
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Joined
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"What if it delivered its +health as a +health up to the cap and a +absorb for the remaining balance? Maybe the values should be adusted so it's not completely overpowered. "
Surely the caps are there for a reason. I can't see the justification for giving this power a loophole to work around the cap, especially in a set which has so many other varied buffs and debuffs.
It's the same issue as if you were to cast a sonic sheild on someone at the res cap or a fulcrum shift on someone at the damage cap etc. The powers are designed to buff you to a max level and not beyond it.
Ice is so far down the list of sets that need a buff, I hope they don't waste time on this. -
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Quote:Unless Tescla Cage gets a significant damage buff, I would feel quite agreived at it being a required power to take and fit into my attack chain in order to get a buff (especially a chain buff of no benefit against single hard targets, which is where Elec falls down most).....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....
I would rather they changed voltaic sentinel so while it is out it 'supercharged' me and layered its attacks on top of mine. That way i wouldn't care if it followed 10 ft behind me and it would mean concentrating the damage where it is wanted. -
If it hasn't already been mentioned, could there please be a review of blazing aura's endurance cost, in light of the fact that the sustain changes are meant to reduce downtime for blasters. Blazing aura has a huge endurance cost of 0.78/s, which seems way out of whack for its realtively useless tick damage at a max range of 8ft.
I assume you buffed BA as it was not selected very often and you wanted to make it more attractive. However to me it just reduces the attractiveness of the sustain buff, especially given the snipe change will likely push most to run tactics aswell.
If not, why not add it to consume and reduce the recharge/end buff appropriately? Consume often provides a big chunk of wasted endurance above end bar capacity - cut the buff and recharge to spread out the benefit and tag on some regen seems a nicer option. -
At the moment tier 1 and 2 blasts fire through any mag or type of mezz. This can sometimes be handy, but more often than not, whatever is still alive long enough to have me mezzed, stays alive long enough to run up and finish me off.
I would happily trade this infinite tier 1/2 mezz protection for something which simply triggers a mezz 'wipe' at say 25% HP. This would allow me to attack with the best stuff i have when i need it most (or hit insps and run away).
Hopefully this ties in with the reluctance the Devs have always had about giving blasters permanent mezz protection, whilst improving survivability. It would also mean that there is still benefit in having BF's and mezz buffs from team members - you don't want to drop to 25% health if you can help it and you can still get mezzed after the mezz 'wipe' triggers. So it's usefull, but still with a weakness to balance it.
Thinking back to how defiance 1.0 worked (or didn't work), this would also incentivise you to get your HP back above 25% to benefit from the next mezz 'wipe', instead of the old defiance 1.0 issue of dropping HP to leverage it.
(Hopefully this fits with all of Arcana's rules too). -
I'm definitley calling mine Fenton: http://www.youtube.com/watch?v=3GRSbr0EYYU
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Quote:I hope this sets the precedent we need to finally give dimshift the boot. Wouldn't hurt to slap a chunk of damage on wormhole aswell if they are going to finally do anything to Grav (fingers crossed). If I suck something through a wormhole and slam it into a wall... it should hurt![*]Repulse for Stalkers has been replaced by Disrupt, a stun aura.
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Grav seems such a good thematic pairing with the new timeshift set, it would be dissappointing not to take advanatge of that to revamp it. -
I just tried the Keyes trial for the first time this evening and also found it very dissapointing. The trend of auto-holds through mezz protection and auto-damage that bypasses all resistance and defence (in this case every 30 seconds, for 60% of your health) is a real let down. It really detracts from what I expected being incarante.
On the upside, my squishy fire tank with his fast heal breezed through.
Walking the AV around to each of the terminals is also total nonsense. -
I have the same, all progress from this morning has gone and by the looks of the chatter on one of the larger global channels on Union, so has everyone else.
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Here is my attempt. I decided to go with arcane crystals and not plants. I couldn't find a star anywhere, so I went with a spinning dismembered head instead
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Well done on the purple AV take down tonight.
There were so many more HVAS than the other night, I think that may be the key. -
The trick definitely seemed to be staying as one group and taking down the respawns quickly. Once we got into the rhythym of it, his shield was back down before he had regenerated fully. Big aoe damage is the key I think.
As for the storm guy, it seems a completely different team set up would be needed. Not being able to go to melee certainly cuts down the damage I could deal on my blaster. A lot of defence debuffs might mitigate the worst bit of hurricane I think. -
Quote:Dont forget AVs have 85% resistance to -regen (http://paragonwiki.com/wiki/Archvillain_Resistance) so applying 2000% -regen, only reduces actual regen by about 300%.Well, -2000 should put him at 0% regen. He states that it was "well over" -2000, but I don't know by how much.
It may also be that the CoP AV has more regen than any previously encountered AV. It certainly seems like he does since I have never seen anything else regen as quickly, but I have no hard data to back me up. But if he did have more regen, say 3000%, than you would need -3000% to get him to 0%
I'm not sure what the base regen is for the AV, but would it be more practicle and more effective to go for damage instead? STF is always much easier with 3 or 4 blasters instead of 3 or 4 -regen. -
I would have thought there was a to hit check for each pulse on gasses, but either way, I think hotfeet and blazing aura have a to hit check for each pulse and the same issue arises with them.
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Yes, if you place gasses first, but not the other way around. No idea why, but this seems to go for anything else which isn't a one off attack (blazing aura, hotfeet etc) and assume it is a bug
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Hi, I hope no one minds, but I thought I would crash this thread to see if I could get some comments on my own Fire/Elec build.
I have had a lot of fun with RoTP, but I have finally decided to bite the bullet and swap into Cold Mastery so that I can cap S/L defence. I spend most of my time in melee, due to Power Sink and the powerful melee attacks, so I'm aiming for something which will keep me alive and avoid as much mezz as possible in pretty much any situation.
After S/L defence, I tried to pack in as much ranged defence as I could, whilst keeping a decent amount of extra recharge and a bit of extra HP/Regen to back up the defence.
I hate wasting slots on IO mules, so I have avoided slotting up Kick/Boxing, but I just about live with 3 extra slots in Flash Freeze (you never know, I may actually use it).
Any input would be great. I definitely cannot afford purples or the PVP specials, but anything else goes. It will be mainly for PVE.
Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/
Click this DataLink to open the build!
Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1401;686;1372;HEX;| |78DAA593DB4E13511486F7B4530BA5A52DE5584EB68094D300771E2E8C40891A482| |A18AE5432B6633BDA4CC77688E2950FE095C70BC5D32B788A3151E36BE89B78A86B| |AD7F8A412F9DC0FFEDD97BEDF5AF59BB7BFDE64A54A9DB2795165BAE9A8DC6F612A| |967D543EB66D92EAAB0526AC09FDADE309DB2553256EDBA85B05C6B6573C7756B75| |CFC857ADA257B78BB6B7BBBD6E3AB6BB53353DBBE624CF3815AB6E399ED11A440AB| |55AD5D8742DAB1495E1AAED3956A311F35FCA15CF76CA585AB34C975E9279D72E1A| |CBB56A8972B3ED6E3F553745FFA754EB6986D41E6151059E02CF04FA73E08560FAA| |5A0F46717FDD1A39668ACF979B4571234FE5A30F906780BBC134CCD082CD22076E9| |C10221ABDACE011B82C8A660AA28E159EA69485C9A8110321C3A080A08234085733| |255266DF72DDA611181451416D1031679D20E84073A1E07944AA9CE27002CC26411| |8385163B4B834995DED2786585E6E2BE531C2D48A00509B4A01F2D48A305ABA449B| |F634974BE0B9DEF42E77BD1F95E74BE1F9DAF28AE05F5A5505F37EAEB467D6D545F| |0FEA0BF6DC0DF0D4E17BC043E091608CE2FA9048EBFB2A53996F028D5606FCC31D4| |84BD2ABA4837EAD83DF256AE807F05330F20B68027CA88B2A488986518A3E9C9556| |6546808C606C0CE8230CABD31438EA9B8CC2640E2673309987C93C4CE661724D4E4| |F93EFCD3EC0A7DD178CE3B3C7D1049D8A99F0FB32D12D07762401A4801E4185B2E6| |504530F745A6A63F029F05739F0436C5CDF8F966906F16F966916F16F9AE5084E1E| |7336E4937176F002E701DC74CF52DF83FDD056C1DD2FFBE656BFFCC14F4FD7BA734| |99C9E8ADABD8FCAFE77DB4E5D5BE11213DCF5220D1B6787481E522BF5EE291C9729| |95F8B3C6A7ED8DF1D3FCA051D6339CE7282E50E0785F9A275B04459622C9D2C7196| |044B8AA59725CDB2C7D2FC0D28950576| |-------------------------------------------------------------------|
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I think the main problem with Gravity is that the AOE hold adjustments made back in 2004 were blanket changes, across the board, without looking at how the sets would play afterwards.
The AOE holds used to have a much shorter recharge, on a par with the AOE stuns, and double their current duration. However, this allowed complete lock down of mobs, which was never intended and so it was decided to double the recharge and halve the duration of the AOE holds to balance them.
Most of the sets had an effective level 12 AOE control, whose recharge was unaffected and allowed the sets to continue to contribute with a valuable level of control at intervals regular enough for each mob. (Illusion and Mind were a bit different, but had an AOE fear to fall back on, plus a bag of other tricks).
The problem with Gravity is that its level 12 AOE control was very situational and didnt provide an effective fallback. Even its AOE stun, at level 26, was somewhat situational and not nearly as useful as other sets AOE stun.
In my opinion, although a lot of the suggestions on this thread sound amazing, there is a much simpler and quicker way to patch up Gravity, which wouldnt require any development resources at all. Why not swap the 90 second recharge on either Dim Shift or Wormhole with the 240 second recharge on Gravity Distortion Field?
Gravity would still be below the curve imo, but this fairly simple change would bridge the gap sufficiently to make it much less noticeable on teams, whilst having very little impact on the way you use the powers which make Gravity unique.
After all, Dim Shift could never have been designed to be cast every mob, it is an interruption to play for when things go wrong and how often does anyone actually want the teleport and KB which comes with Wormholes stun? Once every mob? Once every four mobs? Its nice to have available, but 95% of the time I use it for the mezz effect, not the teleport/KB and in that 95%, Im actually using it despite the teleport/KB. -
I haven't managed anything as impressive as your ziggerat, but i did have a go and managed:
Entance portal enclosed in windows: http://i373.photobucket.com/albums/o...ncewindows.jpg
Water/pool styled room: http://s373.photobucket.com/albums/o...omoverhead.jpg
Secret doors leading to hidden passage ways and rooms:
Secret door 1 headon - http://s373.photobucket.com/albums/oo172...wall1headon.jpg
Secret door 1 overhead - http://s373.photobucket.com/albums/oo172...ll1overhead.jpg
Secret door 2 head on - http://s373.photobucket.com/albums/oo172...wall2headon.jpg
Secret door l 2 over head - http://s373.photobucket.com/albums/oo172...all2overead.jpg
Secret door 3 head on - http://s373.photobucket.com/albums/oo172...wall3headon.jpg
Secret door 3 head on 2 - http://s373.photobucket.com/albums/oo172...all3headon2.jpg
Secret door 3 overhead - http://s373.photobucket.com/albums/oo172...l3overhead2.jpg
Secret door 3 overhead 2 - http://s373.photobucket.com/albums/oo172...l3overhead2.jpg -
"and a 1.67 second activation time for 2nd tier powers"
This is a 39% increase to the activation time of fire blast and a 67% percent increase to the activation time of ice blast (according to figures quoted in Mids' designer).
All my fire toons have a great attack chain without flares and this seems to be the consensus amongst other fire blasters I have played with. I can't see why anyone would bother building in a weaker power, just because of the lower activation (although I acknowledge everyone has their own preferences and playstyles).
I won't be looking forward to the increased times for the ice and fire tier 2 powers if this goes ahead. -
stick me down, can bring a blaster, tank or troller (emp, kin or rad)
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Stick me down, level 40 storm defender.
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I would like to do this with my scrapper Cpt Brannigan
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I understand there is currently a bug, which kicks you from a tf if you disconnect. As it dosen't appear that a fix will be in place for Saturday and given the likelyhood of disconnecting at last once during the 8 hours this takes, I'm going to give this one a miss this time round.
Good luck. -
Stick me down. I need this on a couple of toons, but would prefer to bring Dark Devil (50 fire/axe).