Energizing_Ion

Renowned
  • Posts

    3104
  • Joined

  1. I'd just ask that the devs make the knockdown/up/back and immob. protection in Grounded be brought up by 1 or 2 levels/magnitude (however it works).

    Like I said earlier, in PvE doing paper missions I got knocked down once (from 2 or 3 Longbow grenades)...I don't remember if I was jumping around at the time (it was an ambush after the 'mission complete' came by so I might have been jumping for joy ).

    I'm thinking for my Elec/Elec, actually taking Stamina but once I hit 35/38 I might actually respec. out of Stamina because I could live without Stamina when I was on test server. So many power options but not enough power slots to get the powers "needed" to make an Elec/Elec Brute 'great'.
  2. [ QUOTE ]
    I did the same. The primary needs three things to make it effective in comparison with every other set. 10-15 percent damage increase across the board, recharge reduction and knockbacks for the most part changed to knockdown and or disorient. This set in PVE is completely underwhelming. In pvp I will target these brutes over anything else as they will make great fury builders if in a team with other players...attack the elm for a bit, then switch to a teammate when fury is built up. That will be their only purpose lol.

    [/ QUOTE ]

    Well my experience is totally different than yours I guess. In PvE I'm fine. Only time I have a problem is when I go up against a boss that deals Smashing/Lethal damage primarily (which is most I agree).

    More damage would be nice but... ;shrug
  3. I said this on the Elec. Melee thread but...kidna appropriate here too so bear with me:

    Well I did another Elec/Elec Brute last night.

    This brute didn't have Stamina (wanted to see if it was feasible or not) with all secondary powers and all primary powers except for Taunt and Lightning Clap. I had Hasten and Superspeed and also Aid Other and Aid Self.

    Well I did some newspaper missions set on Vicious (what I have it set for my SuperStrength/Stone Armor brute on live) and no problems when fighting CoT (granted they weren't Earth Thorns in any CoT mission I did...all Air Thorns)....Council was more of a problem (boss wise) just because of the bad S/L resistances of Elec. Armor. I was really relying on Aid Self more than I thought I would.

    I noticed that with Thunderstrike that let's say I do 80 and 100 damage to the target I had selected...I also do 80 damage to anyone around that target. I didn't notice that when I posted "take away the pbaoe damage from Thunderstrike" a day ago. I must have seen "10 damage" coming from my Lightning Field instead of the bigger damage number from TS.

    I actually really like TS now.

    I also depended on Lightning Rod's and TS' knockdown to get Aid Self off. I am thinking about grabbing Lightning Clap when it goes live so that incase I'm surrounded I can use LC to disorient them and get off AS incase LR isn't up or TS isn't up. It works for an SG mate of mine (his is a SS/DA Brute).

    PowerSurge did make me an 'ub3r' tank. I was able to tank a lvl 45 Crey Boss in Grandeville with almost no problem (I did have to knock him down to get off Aid Self a few times but...).

    Is there a way we can get a graphic of an explosion for when PS drops? I can't tell what/how big the area of effect is. I know it can hold a minion...but didn't work for a boss (the lvl 45 Crey boss that I was tanking summarily kicked my butt once PS dropped ).

    So the only thing I'd say that I would like to see is more S/L resistance to the set.

    Oh and I did get knocked back a few times during paper missions. I didn't get knocked back by Gale from Air Thorns but Longbow's grenades knocked me down (not sure if I was jumping or not...happened to fast).

    And the text for Grounded still doesn't say "+Res to knockdown/up/back and immob." So is there a way that, that could be added and maybe more resistance to knockdown/up/back/immob.?
  4. Well I did another Elec/Elec Brute last night.

    This brute didn't have Stamina (wanted to see if it was feasible or not) with all secondary powers and all primary powers except for Taunt and Lightning Clap. I had Hasten and Superspeed and also Aid Other and Aid Self.

    Well I did some newspaper missions set on Vicious (what I have it set for my SuperStrength/Stone Armor brute on live) and no problems when fighting CoT (granted they weren't Earth Thorns in any CoT mission I did...all Air Thorns)....Council was more of a problem (boss wise) just because of the bad S/L resistances of Elec. Armor. I was really relying on Aid Self more than I thought I would.

    I noticed that with Thunderstrike that let's say I do 80 and 100 damage to the target I had selected...I also do 80 damage to anyone around that target. I didn't notice that when I posted "take away the pbaoe damage from Thunderstrike" a day ago. I must have seen "10 damage" coming from my Lightning Field instead of the bigger damage number from TS.

    I actually really like TS now.

    I also depended on Lightning Rod's and TS' knockdown to get Aid Self off. I am thinking about grabbing Lightning Clap when it goes live so that incase I'm surrounded I can use LC to disorient them and get off AS incase LR isn't up or TS isn't up. It works for an SG mate of mine (his is a SS/DA Brute).

    So Elec. Melee is good but more damage would be okay...or just a widening of Jacob's Ladder cone would be good too.
  5. I never saw the power drain that much endurance from a hero. Granted maybe they were out of the power's range but...I still recovered endurance so either I drained like 10 endurance from them or I drained endurance from a mob that I didn't see

    This coming from someone who didn't put End. Modifications in the power...so...take it for what it's worth.
  6. [ QUOTE ]

    I hate to burst everyone's bubble here - but I7 is not going up before the end of May. We have a few more things left to fix/tweak.

    [/ QUOTE ]

    I'm all for it. If it might mean more possible "buffs" to the new powersets (maybe more damage for Elec. primary) or tweaks to the henchmen AI...fine by me
  7. I only played a Thug MM for like 5 minutes but...the thug pets/henchmen are REALLY slow...I was waiting like a minute or two for my henchmen to get caught up to me to fight a Longbow boss.

    I was using flight and was stopping every now and then so it wasn't like I was just SuperSpeed'ing away from them...
  8. I think I'll toss my hat in and say that the Elec. primary seems to need a damage boost...maybe not by much but it did seem to be lacking in PvP. PvE seemed okay just because I could drain a boss of end. pretty well.
  9. Well my Elec/Elec had no problems with knockback/immobilization....soo...take that for what it's worth.

    My Elec/Elec wasn't properly slotted in the secondary (only had 1 shield with 3 resists...the others had maybe like 1 or 2 resists)...I was just going for primary and not really thinking I would play him that much.

    I think the S/L resistances need to be brought up a little...I was getting creamed by Katana/SR scrappers. The only 'good' pvp fight I had was against a Stone tanker (not sure of his secondary...I think it was Stone) and a scrapper (I think). I was just trying to get the scrapper (or blaster) and the stone guy was trying to get me...I was losing but I hit PowerSurge and was able to hold my own. Then the team I was in came and helped out and got both of them (and a few other heroes that came to try to kill me).

    I have died a few times to PS wearing off and me not paying attention to the blinking icon but...that's just me :P
  10. [ QUOTE ]
    not only av's but the turrets. The reason I wanted no debt? so casuals dont get discouraged and go back exclusively to pve. As is, if this were on live, even if I were a dedicated pvper which I am not, pver mostly, either I'd the debt cap quickly thanks to the potence of the turrets, bosses everywhere, and the signiture toons, or I'd be spending most of my time malefactoring away the debt.

    [/ QUOTE ]

    Yeah I'd say make the signature heroes give 0 debt....I got 2 shot-ted (spelling?) a couple times....I think Positron was the weaker of the ones I fought (granted he's all energy and elec brutes have good energy resists but...).

    Oh and what is up with the extreme aggro. range of mobs/signature heroes and their really long attack range(s)?!

    I was jumping away from Synapse one time and then outta nowhere...BAM, I'm dead because Positron hit me with Neutrino Bolt

    I had Positron/others chase me around for quite a bit....not good
  11. [ QUOTE ]
    I'd much rather pay for a year than spend a week (or rather, a few days) trying to level up a Test character. Dumbest contest idea ever.

    [/ QUOTE ]

    I'll be honest and say that I agree with ya Bob...
  12. Nice zone from what I've seen...I do like Recluse talking to the citizens in the beginning...nice touch.

    However Spider City is very laggy/choppy for me.
  13. [ QUOTE ]
    That won't work. Slotting endredux on a pet is like giving them Stamina -- it reduces the cost of their attacks. It doesn't reduce the cost of summoning them.
    ...

    [/ QUOTE ]

    I don't know about that. My Ninja/DM MM put 1 endurance reduction in all three of my henchmen summons and it has seemed to help me (I now have more endurance left it seems). I know it definitely helps with my pets' endurance usage (poor Oni definitely needs an end. reduction ).
  14. So which tier of thug(s) ride in on a motorcycle? Just the 3rd tier?
  15. Congrats on 2 years Cryptic! I hope to see 2 more years

    Edit: Come on we all know the next expansion is going to be City of Civilians...that way we can make civilians and push the heroes and villains around without every dying!
  16. [ QUOTE ]
    Tele-SMASH is rediculously awesome!

    *keeps watching the video over and over*

    [/ QUOTE ]

    Tele-SMASH indeed!

    Awesome....so have to make an Elec/* brute
  17. I said it in the other thread but...not impressed so far
  18. [ QUOTE ]
    [ QUOTE ]
    Kronos Won.

    His blasts have a -regen component, plus babbage wasted a lot of time summoning cogs that were promptly one-shotted by the Kronos footstomp

    [/ QUOTE ]

    Is there any way we can replicate this with the Gladiator Arena?

    This feature (if it can be done) will sell more copies than the nude Diabolique slash command.

    [/ QUOTE ]

    I agree...this would be really cool to have an arena type of thing where people/villains/heroes can place bets on who would win (like Kronos vs Paladin or what have you).
  19. I would have to say "I agree" with the other posters here.

    I would think have a temp. power that was created so that it could only be used in PvE and not in PvP would be better than creating a buff and then trying to get back to the mission just in-time/before the buff wears off.

    We'll see when it hits test but....that's my take on it so far.
  20. [ QUOTE ]
    [ QUOTE ]
    No, a patch note was not generated -- my fault, sorry! I simply forgot to note the change down.


    [/ QUOTE ]

    You know, this is the only problem I'm having with the game...

    For the last several months *every* patch has had missing notes that the players have had to find out about and determine if there was a bug or an intentional change.

    Statesman even said in Ask Statesman that this was inexcusable and needs to change... And sure enough, the next three patches all had faulty notes.

    This is just getting under my skin. This and between-issue-blues.

    [/ QUOTE ]

    Seconded.
  21. What about Richmond, VA?!

    Oh nm...already answered that
  22. [ QUOTE ]
    I knew these changes were planned, so I've held off on posting to this thread until I could try them out.

    [ QUOTE ]
    Removed Recharge debuff from Net arrow.

    [/ QUOTE ]
    Huzzah. Entangling Arrow is now officially worse than Web Grenade. A primary power should be better than a secondary power, at least if they're at the same tier, and this one was weak to start with. Give it something else. It could be a narrow cone, so you can get two or three mobs in it, maybe. Or it could cause knockdown--an automatic knockdown on impact, and a minor chance to cause knockdown throughout the duration (as they try to move and trip on the net). It still wouldn't be much of a power, but it would help out the */TA controllers, who are forced to take it.

    [ QUOTE ]
    Added the ability to add Accuracy Enhancements to Flash Arrow.

    [/ QUOTE ]
    Well, it's a start. It would have been better to make at least the defender version autohit. If the defender version were autohit, and the controller version took accuracy enhancements, it would nicely differentiate the two sets. It would also be consistent--Smoke (which is very similar, except that it's a debuff in a controller primary) is autohit, while the equivalent secondary power, Smoke Grenade, is not.

    [ QUOTE ]
    Reduced base Accuracy of Ice Arrow. It was 120% of normal and should not have been.

    [/ QUOTE ]
    Correcting the accuracy is fine.

    [ QUOTE ]
    Increased recharge and decreased duration of Ice Arrow. Reduced Slow debuff.

    [/ QUOTE ]
    The duration/recharge ratio was decreased drastically. It will no longer keep even a minion out of a fight; I have expressed my opinion on this in the Petrifying Gaze thread. My reservations are, if anything, stronger in this case; Ice Arrow is the only tool a TA defender has that can actually neutralize a foe. That ability was absolutely necessary for my bowfender, at least until Acid Arrow became available, because the only way he could finish a fight with a lone +1 lieutenant (a common foe in his Heroic solo missions) was to freeze it repeatedly while his endurance slowly recovered.

    The new version functions more like a single-target -Recharge. It doesn't prevent attacks, it just delays them a few seconds.

    Of course, it's still better than Petrifying Gaze, because it has a secondary effect (however minor). However, it's no longer worth having before SOs become available.

    [ QUOTE ]

    Swapped availability of Ice arrow and flash arrow.

    [/ QUOTE ]
    I have no objection to this. The original version of Ice Arrow was a bit more control than a defender should really have at level 1. And, of course, there's not much point in taking the new version until around L22, anyway.

    [ QUOTE ]
    Reduced Duration of Poison Gas Arrow's debuff to 20 seconds, and the duration of the cloud to 20 seconds.

    [/ QUOTE ]
    Any basic debuff--and this is a core debuff of TA--should at least last for the duration of a reasonable solo fight. 20 seconds seems to be just a bit short--it will typically last if I'm fighting 3 even minions, but not long enough to finish a minion+lieutenant pair, even with their resistance debuffed. 30 seconds is a reasonable duration for this power, I think.

    [ QUOTE ]
    Removed Recharge debuff from Poison Gas Arrow. Reduced its duration and reduced the chance to sleep.

    [/ QUOTE ]
    This change was particularly painful with Glue Arrow unavailable most of the time. Can we get something to replace the -Recharge? Otherwise, this power is going to look awfully shabby next to the likes of Enervating Field or Darkest Night. Thematically, -Regen would make sense, but it may be overpowered if -Regen is all-or-nothing. -Recovery would be interesting, too, and offer some interesting combo opportunities with Electric.

    I couldn't tell if the chance to Sleep a foe was reduced, because I've only seen the "choking" emote about 10 times in 17 levels to start with. Did something that unreliable really need to be reduced? Why not just remove it and make the debuff better?

    [ QUOTE ]
    Reduced Duration of Glue Arrow from 45 seconds to 30 seconds.

    [/ QUOTE ]
    Again, I think 30 seconds is not unreasonable. It should last through a typical solo fight. I did have it lapse a few times before a fight ended last night, but it wasn't unmanageable. However, see my comments on recharge times.

    Can we pretty please have a -Fly on this power? Flyers apparently ignore the -Speed on it, which reduces its utility considerably in some cases. Wiith part of a spawn slowed, and the rest moving at full speed, it actually makes scatter worse--the opposite of its intended effect. I'm really coming to loathe clockwork oscillators now.

    It'd be nice if it had the same range as Poison Gas Arrow, too. I don't care which range you choose, I just find the "Out of Range" message annoying when I'm trying to lay down debuffs.

    [ QUOTE ]
    Reduced Damage Resistance debuff of Acid Arrow and Disruption arrow.

    [/ QUOTE ]
    OK, so now we have to stack the two powers to get a -Res approaching that of Enervating Field. In itself, that's not so bad. Was the recharge time on Acid Arrow also increased? I found myself having to wait for it much more often, but I didn't time it. It wasn't too onerous, but it would be a bit much on top of the other changes.

    [ QUOTE ]
    Increased Recharge rate of Disruption Arrow to 120 for Defender and Controller.

    Increased Recharge time of Glue Arrow to 120 seconds from 20 seconds. (Dev note: balancing)

    [/ QUOTE ]

    These are the changes I have the biggest problem with. I have no objection to preventing these powers from stacking. That's perfectly reasonable. After all, the core debuffs from Dark and Rad don't stack, right? Of course, Lingering Radiation and Tar Patch can stack a bit if you make a point of slotting for it...but those are completely different, right?

    My objection is to the approach taken to prevent the stacking. These are not "they all fall down" nuke powers. They're debuffs. They're the heart of a TA defender's job. These changes prevent us from doing a substantial part of that job 75% of the time. Even with the slow, endurance-strained pace of my TA/A, Glue was only available every second or third fight. As a result, a substantial portion of my damage mitigation was gone, and I had nothing to take up the slack. In teams, it was even more pronounced, because teams tend to go from one fight to another faster; more often than not, I felt reduced to what other ATs have often accused defenders of being--a gimped blaster.

    If you really feel that the debuffs should never, ever be allowed to stack, then make them not stack. Fix the code, for the love of Knuth! You've changed pets so that a new activation replaces the old pet. Most buffs have always had a mechanic that prevented a single hero from stacking them on the same target. Apply one of those mechanics to the debuffs--just pick one. Either would be far better than these interminable recharges.

    TA is a debuff set. It doesn't buff. It doesn't heal. Its control elements are matched or exceeded by other debuff-heavy primaries. If a set is going to be this focused on debuffing, then it should debuff better than any other set. If it doesn't, then why would anyone ever want a TA defender on a team? Look at the set in light of these changes and try to come up with an answer for that.

    [/ QUOTE ]

    I would agree with most of what Balanced said. Although some of the fixing I can see (lots of -recharge is too powerful in PvP but...don't really see it affect PvE that much)....my TA/A defender is only lvl 10 so I can't say anything beyond Poison Gas Arrow.

    I would think that making the debuffs not stack from the same person easy/somewhat easy since you can't stack bubbles on someone from the same FF'er. *shrugs*
  23. [ QUOTE ]
    This is the build I am fooling with. Only up to level 6 currently so I have some time.

    This includes some of the powers I love to have (fly, phase shift) though I don't take them until later when I'll need them most. A couple slots free at this point BUT I haven't put in increase density or speed boost yet. Can't figure out where to put them and when I'll need them most. I play both solo and group. I wanted some extra attacks early on for solo but I know I need to get boost and density in too... HELP!

    Archetype: Defender
    Primary Powers - Ranged : Kinetics
    Secondary Powers - Support : Radiation Blast

    01 : Neutrino Bolt Empty(01)
    01 : Tranfusion Empty(01)
    02 : Siphon Power Empty(02)
    04 : Irradiate Empty(04)
    06 : Siphon Speed Empty(06)
    08 : Hover Empty(08)
    10 : Electron Haze Empty(10)
    12 : Swift Empty(12)
    14 : Hurdle Empty(14)
    16 : Proton Volley Empty(16)
    18 : Inertial Reduction Empty(18)
    20 : Stamina Empty(20)
    22 : Aim Empty(22)
    24 : Stealth Empty(24)
    26 : Transference Empty(26)
    28 : Cosmic Burst Empty(28)
    30 : Hasten Empty(30)
    32 : Fulcrum Shift Empty(32)
    35 : Invisibility Empty(35)
    38 : Atomic Blast Empty(38)
    41 : Phase Shift Empty(41)
    44 : Fly Empty(44)

    -------------------------------------------

    01 : Brawl enhancement(01)
    01 : Sprint enhancement(01)
    02 : Rest enhancement(02)

    I also want to squeeze repel in if I can drop something else. I just think it is fun as hell and a great pin or emergency escape power. Hmmmm.

    [/ QUOTE ]

    Well as you've probably read from the little guide I had...the powers you take kinda depend on what you plan to be. Do you plan to be in melee all the time (or near melee) or do you plan to hang back with the blasters/controllers and do ranged attacks? Both routes are plausible soo...

    I'd suggest not getting both Irradiate and Electron Haze so early just because both are kinda endurance hogs by themselves...so if you attack a whole lot you'll be hurting until Stamina/Transference.

    Here is a little build I whipped out real quick:

    Slot[01] Level 1 (Starting Primary) : Transfusion /Empty
    Slot[02] Level 1 (Starting Secondary) : Neutrino Bolt /Empty
    Slot[03] Level 2 : X-Ray Beam /Empty
    Slot[04] Level 4 : Siphon Power /Empty
    Slot[05] Level 6 : Siphon Speed /Empty
    Slot[06] Level 8 : Hover /Empty
    Slot[07] Level 10 : Swift /Empty
    Slot[08] Level 12 : Speed Boost /Empty
    Slot[09] Level 14 : Hurdle /Empty
    Slot[10] Level 16 : Irradiate /Empty
    Slot[11] Level 18 : Inertial Reduction /Empty
    Slot[12] Level 20 : Stamina /Empty
    Slot[13] Level 22 : Increase Density /Empty
    Slot[14] Level 24 : Stealth /Empty
    Slot[15] Level 26 : Transference /Empty
    Slot[16] Level 28 : Cosmic Burst /Empty
    Slot[17] Level 30 : Hasten /Empty
    Slot[18] Level 32 : Fulcrum Shift /Empty
    Slot[19] Level 35 : Invisibility /Empty
    Slot[20] Level 38 : Atomic Blast /Empty
    Slot[21] Level 41 : Phase Shift /Empty
    Slot[22] Level 44 : Fly /Empty
    Slot[23] Level 47 : Aim /Empty
    Slot[24] Level 49 : Repel /Empty
    Slot[25] Level 1 : Brawl /Empty
    Slot[26] Level 1 : Sprint-Prestige /Empty
    Slot[27] Level 2 : Rest /Empty

    You can move some of the powers around...I put I.D. (Increase Density) a little later out since you/your teammate really don't need the status protection until your 20s or so.

    Got to go to work now so any other questions let me know