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Quote:Oy! Blaze of course.So Assassin's Flame, Placate, Build up, Breath of Fire, Scorch, Cremate, Firesword, Greater Firesword....and Taunt!?
Na I dunno, I counted 6 powers last night +as,bu,placate, but I think I double counted buildup
I vote for FE in the primary.
scorch
FS
Breath
AS
Bu
Placate
Cremate
FE
GFS
I dunno what they would do with incinerate because if dot was ever an issue incinerate is the embodiment of that issue.
Maybe FireSwordCircle...
So my vote in no particular order, though all are probably too good to ever happen.
Blaze
FE
FSC
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well, arch can solo, but kinda like fire it doesn't have very much built in mitigation short of killing things.
As you level up things like explosive arrow can help quite a bit, but would run the risk of knocking everything away from your traps area.
I wouldn't see arch/traps solo'ing very well until you are in your mid 20's, that's how it was for my fire/traps anyway.
However, the carrot at the end of the stick being run into a mob drop poison trap and fire off rain of arrows is very appealing.
I don't have a build for you, but I'd suggest slotting up webnade and caltrops as they are pretty much all the mitigation you'll have for quite some time.
Honestly I'd suggest teaming the toon until it is a bit more mature. Although teams seem to be fairly difficult to find redside lowlevel right now even with AE being deserted and new SSK feature. I've been having a heck of a time getting teams for my now lvl 12 elec/kin (freedum). It has taken me like 4 nights just to get it that far
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I'd imagine sticking a theft of essence +end in dark regen would solve almost all of Darks endurance issues?
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Quote:While I'm not a personal fan of how Castle adjust things most people are very satisfied with the rebalancing acts he has done in the last several issues. Not just to single powersets, but entire AT's.That is exactly what I've been saying, if Spines were to get it's redraw time removed a lot would have be changed and from what Castle said it wouldn't be to a lot of people's likings.
If it came out looking as good as claws, but with b/u instead of followup I think it would be a great set.
For me at least, the slows and .33 mag immobs on many of the powers fall way below the fact that it is one of the slowest attacking sets out there now.
I could also sacrifice a bit of range on spineburst for a smooth playing set. Heck the range on impale was cut in half while I was actively using the set on a daily basis and it came with no beneficial offset. I could swallow other changes a lot easier if it came with a very fluid playing post-changes spines.
but ymmv.
Anyway, I've had my say and it is obvious that some people (not you Santorican, I get where you are coming from) can't think objectively due to biases. That's ok, it is what it is. -
Quote:Stay on topic please. We were talking about drawn sets, so EM, blasters (defiance changes to arch and assault were mutually exclusive to redraw changes), and brawl all have absolutely nothing to do with the discussion.I'm not entirely sure what you mean by "adjustments based on cast time" or "altered due to chopping off the pauses" since both of those are rather vague. I know for a fact that Katana's numbers got tweaked rather extensively when it got the new two handed animations. Energy Transfer for tweaked to the new, longer animation time to make up for its damage. Claws got the revisions to its numbers completely exclusive of the redraw being removed to make some of the powers more in line with their new animation times. Blasters got their tier 1 and 2 blasts standardized with new animation times. All of the "brawl speed" powers got their animation times increased, which actually caused Castle to increase the damage of a couple of them to compensate. Ever since Castle has been in charge, an animation change has either been due to power balance or accompanied by power balance.
katana switching to two hands was long long before redraw was adjusted.
Claws IIRC was shown to be extremely powerful with baked times removed when it was thrown up on test. So the entire set was rebalanced at the same time and made much more aoe centric. So like I said claws (and the knowledge learned from it and applied in a similar form to widow claws, but not identical) is the only set that has actually been changed when the baked in drawn times were removed.
At least you recognize you don't know what you are talking about. You can say things like heuristically generated balancing factor all you want. People said the same thing about PSW relative to old psi assault. But somehow I seriously doubt that when spines was designed Geko (or whoever did it) said, "this set is perfectly balanced with these pauses, but none of the other drawn sets are and I hope my replacement fixes all of them except spines". Ya it is pretty stupid when you actually examine just what you are saying.Quote:One of these posters isn't as knowledgeable as he thinks he is, one of these posters should really quiet down because he's just making himself look unintelligent, especially since I don't even think you understand what a heuristically generated balancing factor is. The real weapon sets were actually considered to be underperforming when BABs did the edit. Spines wasn't, nor has it ever.
get up to speed it is i16.Quote:That's for one very simple reason: Spines/* isn't actually a weapon set. It uses a specific stance, but that, by no means, makes it a weapon set. What you're completely ignoring is that the Spines stance isn't always self reset. If you've got Quills going, you'll actually remain in the Spines stance without having to do any redraw.
And yes spines IS a drawn set as I've stated several times it falls into the drawn/weapon sets and experiences REDRAW. It's hard to comprehend I know.
I know when they made banes and widows it was done with no prior knowledge whatsoever amirite?Quote:First off, Banes and Widows weren't even out when BABs did the redraw edit, so they never had baked in redraw. Also, the pulse rifle attacks don't have redraw automatically accounted for. Lastly, I don't even think you realize what the redraw tweak did.
I know exactly what the redraw tweak did. It removed the baked in redraw time that practically every weapon/drawn power in the game. If you force a redraw you increase the cast time to ~original values. It makes for much more seamless attacking, much faster attacking and it was spread to almost all other attack sets that benefit from it when it was so successful on dualblades.
In general it takes about 0.5-0.8 seconds off of the cast time of every attack depending on the associated redraw time. I think most fall into the 0.7 area, but I gave a range as some seem a bit faster and others a bit slower.
It does not change the actual animation (though I think some powers were tweaked a tiny bit), it just removes the pauses and hitches thus reducing the total cast time.
Exactly, except for spines, it still has the pauses at the end. And as for quills welcome to i16, not to mention that I'm pretty sure I've experienced redraw w/ quills going prior, ya the spines would stay out, but you'd still go through a redraw animation prior to attacking. Admittedly it was some time ago so that might be hazy.Quote:It didn't stop powers outside of the set from resetting the stance to the neutral combat stance. It didn't change the animations at all. All it did was remove the short, required animation for redraw that was automatically factored into each attack already. It slightly sped them up when used completely internally, but otherwise left them alone. The animations were no faster when use intermittently than they were already. And, as said before by people other than me, by taking Quills, you don't drop out of the Spines stance at the end of your Spines attacks so you don't have the internal redraw. The removal of automatic stance adoption is actually present insofar as this (re: if you're in the stance, you animate without having to go through the stance readoption animation).
I think you keep arguing that spines is balanced enough to not require the redraw to be taken out? But then at other times you seem to be arguing that the set doesn't even have redraw?
I can agree with the first statement, but it in no way means that the issue is not present. If you are saying the second, well you are just wrong. -
But you could reasonably chain aimed, fistful and blazing.
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Quote:Correct me if I'm wrong, but only claws (incl widow claws) has received adjustments based on cast time. I don't recall any of the other weapon sets being altered due to chopping off the pauses. I recall Clobber being buffed, but that had nothing to do with animation trimming, but rather buffing the set as a whole.Or, it could, as I'm using it, be meaning "now" as in "the devs we have now are actually trying to address animation as a fundamental point of balance rather than a mostly cosmetic aspect of the game". The Cryptic devs left animation times alone because they saw it as a purely cosmetic value. It actually had a real effect upon the numbers, but this effect was only factored into the heuristic considerations rather than any theoretical or numerical balance consideration. Now, Castle is actively trying to bring animation time into the damage formula (though I'm not sure if he actually is finished with the rework of it) in order to determine how balanced certain powers are with animation time included (such as would need to be addressed with any change to Spines' animation times).
One of these things is not like the others, one of these things just doesn't belong.Quote:The question is then whether the long animation times of Spines' attacks are actually "bugs". One could easily consider them the heuristically generated balancing factor that makes Spines balanced and therefore not a bug in the least. In this sense, it's not a bug or a design flaw in the least. In fact, it's actually a properly applied design concept because it balances out what would otherwise be an overpowered set. The fact that you're trying to call it a "bug" and labeling it as fact has nothing to do with anything in fact. If anything, it's not a "bug" or "design flaw", it's a "lack of update" with has nothing to do with either design flaws or bugs.
If the devs have made the decision across 25 or more powersets (including repeats across AT's) that weapon sets will no longer have baked in redraw times and 1 set remains... you can explain that however you want. Heck I (and others) were able to justify PSW at one time, so go for it.
As I've said several times in this thread, feel free to correct me and name another drawn set that still has baked in times. All I can think of is probably the mace patron attacks, though there certainly isn't a lot of attack chaining going on with them.
A few examples of sets that used to have baked in draw times and have been reinvigorated by BaB's.
Gun(s)s (ie I doubt dual pistols will have it)
Bows - arch and TA
Swords - kat, BS, dual blades
Axe/Mace
Claws
Widows
Banes
Sets that haven't been updated
Spines
thorny assault
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Oh I thought of another one, maybe pulse rifle hasn't been done... yet.
Call it w/e you want, an oversight, pending, future prospect, I'll get to it when I get to it. I've been told in other discussions that most would label that a "bug". If that is the incorrect terminology then my apologies. Semantic quibbling aside it doesn't change the fact that w/e you call it, it is there.
take care. -
Quote:Yes if I solo I'm sure I'd get much better mileage, or if I solo on a team even.I'm still not following what you're trying to get at, Spines animations suck, noted. I don't corpse blast, I'm too quick for that. I guess you'd dislike teaming with me because I usually run a head when the team is cleaning up.
Also you could say that any arch type is superflous on a team. -
Dot didn't stop spines being used for stalkers, so I don't see why it would stop FM.
They could very well remove FireSwordCircle (proly what will happen) and incinerate (problematic dot power) for AS, and placate which would leave breath of fire as the aoe and scorch, cremate, firesword and GFS as the normal st attacks. -
It would be a legitimate complaint if their powers were bugged... Look beyond the examples given. I realize they make for an easy strawman, but that is all you guys are doing.
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Quote:It really doesn't need to be buffed, but neither did any of the scrapper weapon sets. I imagine it was more of a personal task BaB's set upon himself to clean up the messy work that was original implemented. Whether it ever happens to spines or not who knows, but it is the last set needing it AFAIK.While I wouldn't kick an animation upgrade to Spines out of bed, it doesn't actually need a buff. Now that they've fixed the 'rotten banana' graphics I'll be happily playing mine when they shut down the last server.
I can understand why he'd do it for weapons too, he generally does pretty tight animations and the old pauses and hitches in the sets were...not tight. -
Quote:The ranged toons are never ahead of me, but a lot of teams have enough buff debuff that they don't have to hold back and wait on the "meat" to collect the hate. By the time I land in the group a 1 sec cast fireball from 80ft away is pretty easy to do, especially if I lead with throw spines on the way in.Yes we get it, spines does need to be looked at, BUT in the event that spines is looked at we won't like the result. Yes we may get faster animations but say good bye to stacking slows and toxic dot in every power as well as the immobilize in impale.
Also you're still doing it wrong by letter blasters get a head of you. A proper scrapper is always 200 steps ahead of the team
I probably could stray far ahead of the team, like when they are mopping up the remaining of the group, that is good and very effective and probably the thing to do. I don't really like when people do that though because it is usually a few bosses that remain and scrappers are labeled "boss killers", so it always kind of bugs me when a scrapper runs ahead to minion sweep. Even though I realize spines is a much better minion-muncher than boss killer. I guess I've always sort of seen it as a person trying to be the "big shot", no matter how effective.
If spines were looked at I'm not sure the immob in impale would disappear, but maybe. I'd certainly enjoy it with a ~1.7 cast time though. I'm sure all the little 0.33 mag immobs would go bye bye though, but most people don't even know they exist and I'm not sure how much they really do in practice.
edit: I should note, that if I make the team this is less of an issue, it is something I encounter when I join existing teams that are already doing well. I mean yes scrappers are often superfluous in teams, but I think their must be a solution beyond quit and joining a crappier team. I'll reiterate, this is not a problem I've been having on my fire/sr, but was quite prominent on my spines/regen and I really feel like the only meaningful difference between the two in an aoe alpha is that spineburst is so slow. Anyway , have fun out there guys. -
Quote:Now? when did they start reworking the drawn times out of sets. Now is a relative term, as in now it is 2007It's not "bugged" in a negative way. It's inherently balanced by the fact that, even though it breaks so many of the normal balance rules that are present/required by new and proliferated sets, it's also got to deal with the fact that the powers have long animation times, which is only just now being addressed as a balancing factor.

It is the only set left with baked in draw times. I've been told a "bug" is also a "design flaw" in other discussions. Call it w/e you like, its the only one that hasn't been updated with the new system. Despite how many people have jumped on me now, that is not really debatable as it is indeed fact.
ya who knows. A size reduction in burst would hurt a bit, but people running around on their spines/fires or any secondary with a damage aura are using an 8ft aura effectively. I personally find spin, fsc, and whirling sword (those are the ones I use regularily) to be ample in size.Quote:While you can probably expect Spine Burst to be weakened (most likely with a reduction in the AoE size or increase in end cost and recharge time to bring it back into the AoE formula) with a likely reduction in animation time and the secondary effects to be more restricted, you'd probably also find that the ST damage would get brought up to not be so laughable (re: Barb Swipe sped up, possibly Impale as well). The set would definitely end up weaker than it is now, but I doubt that it would be weaker in all areas. I'd actually predict a bit of ST damage buffing if Castle was allowed to tweak it as he saw fit.
If it allowed impale to not suck so bad I'd take the reduction in burst heh. Others probably wouldn't. -
Oh jeez that was another option that I didn't even want to entertain as it hits even harder.
So it DR's "enhancement" as one value, also DR's "global, or buff" as one value, then puts the two together and DR's that total.
So for the example I gave of 68.9% slotting, and 120% global it should come out to:
68.9 -->61
120 -->96.9
61+96.9 = 157.9
which is then DR'd again down to
119.3%
Which in the case of being applied to blaze would take the power from an expected
3.46 sec rech to 4.56 sec
Using that same amount of rech applied to a longer base rech power like buildup (base 90) that would take it from expected
31.2 sec rech to 41 sec
I'll jump on tonight and test this out because that seems more negative than it should be. That really looks like it is being double punished and that just seems silly.
That would be like if you went to buy something and they added the provincial tax and then took that new total and added to Federal tax ontop of that. That just isn't how it is done.
It sounds accurate given how hard DR guts things, but jeez. -
Quote:I am unaware of the teams you play in, but I'll harbor a guess I play in faster ones.It sounds to me like you need more practice and patience then, I have no problem with any corpse blasting.
Two fireblasters alpha'ing with fireball as I jump in with spineburst often means I'm only hitting luts and bosses. If I lead with throw spines that is nice, but then spine burst activated with plenty of targets still up ends up only hitting the bosses because everything else is already dead by the time it goes off.
I've had much more success with my fire/sr as FSC hits before everything in the room is dead from my teammates so I'm usually the one killing off all the fodder and then I have tremendously more st damage to deal with the remaining bosses.
Solo'ing or in offensively weak teams I could see how the aoe of spines would get a chance to do wonders. Maybe with the new +con settings it will be better for me in teams as stuff won't die as easily.
Still doesn't change the fact that it is the only remaining weapon set with baked in draw times so every comment about "slowness" is accurate in that regard. Removing those pauses would probably make the set too good though, just look what it did to Kat and claws and spines would benefit even more due to extra aoe (though in tight packed spawns claws is right up there with spines for aoe, but a whole lot smoother and better st damage).
Anyway, getting the message loud and clear, you guys don't care that spines is "bugged" in a negative way because you think getting that bug fixed would also bring downward balancing to the set from another source. I don't blame you either, I dread Castle looking at things I enjoy.
take care. -
Trip mine for MM's is also a funny one that you may want to get locked in. Though honestly I'd hope they have better things to do than remove slotting options from one iteration of traps. Though it would be nice if they were added to defs/corrs, but probably won't happen.
*though I personally think pbaoe sets in mines are better than aoe sets, it is different nonetheless. -
with the ability to recolour thermal you can make it more or less look like smoke/steam. I'm sure someone could figure out a concept that would involve mechanical devices and that effect.
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I'm confident recharge buffs are hit too, I'm just not sure whether you lump all rech in as one value or if rech enhancements are hit with DR and rech buffs are hit separately with DR.
If it is separate that is a bit more friendly in terms of player punishment.
So in the example I used I'm unsure if the 68.9% (enhancement) is hit down to 61.05% and the 50+70% (buff) is hit down to 97% for a total of 165.9%.
Or if it lumps them together and reduces the 188.9% down to 135.3%
Any testing you do please share the results.
Edit: or it reduced the enhancement value down to 61% then you add that to the buff value of 120% and then that sum (Cur) gets reduced again down to a total of 131%. Maybe I'll take a look at the guide you linked. I've never done anything other than play with the DR calculator and get sad at pvp.
Edit: my gut says it is either the one that reduces it down to 135, or the one that does it down to 131, just because the other option doesn't hit it very hard and you'd barely notice it, but really I don't know. -
The OP does have a point. Every "original" scrapper set has received an animation pass over that has greatly increased the speed of the set. Most of these seem fairly recent (at least the swords at any rate, oh and clawlz).
edit: actually I don't think dark has been sped up, but it has been significantly buffed.
IIRC the problem with spines is that it still has baked in draw times attached to each power just like the sword sets used to. If that were removed each power would probably be like 0.7 sec (more or less) faster.
If you knocked that off of each attack the set would start to feel pretty good.
AFAIK spines is the only weapon draw set remaining that still has the baked in times (feel free to correct me though, but all I can think are probably things like the epic mace attacks still having it).
However, if you let BaB's have a go at bring the set in line with all the other "weapon/drawn sets", then Castle would probably get his knickers bunched up and go on a nerfing spree like he has implied he'd like to do to spines.
I deleted my 45 spines/regen after i started playing around with some other sets. I can't stand how slow and full of pauses spines feels, though it is certainly an aoe powerhouse. Spines feels a lot like new Energy Melee when I play it. A lot of corpse blasting. -
Quote:Traps for MM's is a whole different beast. Some of the slotting options are...different.I just noticed in Mids planner that defender Trip Mine takes PBAOE sets but the Mastermind ones in Mids takes Targeted AOE. Is that correct? Neither my Traps MM or my Traps Defender are high enough to actually read what sets the powers take in game.
Thanks,
Lewis
But different is good so I hope they stay, or get added to the other traps users, but I imagine what will eventually happen. Hopefully it isn't until i29
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If I'm not mistaken Seismic Smash is the second highest DPA attack available to doms, though it trails quite some distance behind blaze.
Heavy mallet is a decent DPA attack as well, right up there with other "good" powers from the assault sets.
The set drops like a stone (heh) after that. And unfortunately it is pretty hard to base a playstyle around 20 sec and 12 sec recharge attacks.
As highlighted in another thread, stone spears is the worst DPA attack available to doms, including primary powers. It is tied with Fossilize
, but rather than applying a hold, huge -def, -fly; it can't be used when you are off the ground or when your target is off the ground... good ku though.
(and while the two powers have the same cast time Fossilize actually has a much much shorter root time).
Unfortunately hurl isn't much better.
Not to be left out Tremor is the lowest DPA PBAoE attack in the assault sets, though to be fair it does have a great secondary effect if your dom requires more control.
If you compare Fissure to the cones from other sets and really with a tiny 10ft radius and short range it may as well be a cone (plus the 10 target cap like cones) it is about middle of the pack for DPA.
That leaves mudpots and powerboost to pull the set up from pretty much the bottom of the barrel other than the one highlight being Seismic Smash (even tho the dom version was reduced to mag 3 and domination only adds mag 1 to it).
I personally had really high hopes for /earth assault when it was first anounced, but the absence of stone fist to fill in with the long recharge melee powers and the gutting of fissure has left a pretty lame taste in my mouth. Powerboost as the "utility" power also feels like somebody ran out of ideas, or just didn't give a crap anymore.
All that doom and gloom aside, the set is visually appealing and feels very smashy from the bit I've tried it. If you really don't care about numbers I think it could provide a very satisfying experience. -
Quote:I only have her DR calculator. Recharge is hit pretty hard. I think these numbers are accurate for everyone...maybe heh.Elusivity is a factor that is multiplied by the accuracy of the attack. This is unlike defense, which is subtracted from the "to hit" factor. It was initially 30% and subsequently nerfed to 10%.
As an example, my Huntsman, after adding accuracy enhancements and accuracy IO set bonuses, has an accuracy of about 2.0 on his attacks. If my target has the standard 10% elusivity, my accuracy becomes 1.8.
2.0 - ( 2.0 x 0.1 ) = 1.8
I haven't seen a post by a dev or by Arcanaville to the effect that DR is applied globally to recharge (after being applied separately to recharge reduction enhancements). Do you have a link to such a post? I'd appreciate a look at it. Muchas gracias.
F-ing formatting, w/e it's readable.Code:Rech DR 10% 9.80% 20% 19% 30% 28% 40% 37% 50% 46% 60% 54% 70% 62% 80% 69% 90% 77% 100% 84% 110% 90% 120% 97% 130% 103% 140% 109% 150% 115% 160% 120% 170% 126% 180% 131% 190% 136% 200% 140%
I think that if you say had 68% rech slotting (ie thunderstrike set), hasten, and say 50% global rech then:
Blaze would normally recharge in 3.47 seconds.
but with DR it would recharge in 4.26 seconds.
Then again it might be split between two attributes and come out to something like 3.89 seconds. Or it may be DR'd way more than that, I'm not sure what actually happens really so I have very little confidence in what I just posted.
I know my pve perma dom isn't perma in pvp heh and on all my other toons hasten is down for a lot longer than it "should" be.
Maybe one of the 3 people in the game that understand how DR actually works, or have cared enough to figure it out will post.
*I'm assuming Castle actually knows how it works, Arcana, and one other dude out there must know it
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I wish T-strike had a bigger aoe as I've only ever used the blaster version which has a 12ft radius compared to the 7ft one for elec melee.
I'm undecided whether I like the st nature of the blaster version better than the aoe nature of the scrap version. I do like the kd rather than the kb though.
I almost think I'd reverse the two of them (while making both kd) as /elec manipulation already has tremendous st damage and could use a bit more aoe and elec melee already has really solid burst aoe and could use a bit more st damage.
that opinion may very well change though as my elec/fire scrap is only lvl 14 and I know I usually appreciate aoe damage later in the game so I'll probably like elec melee t-strike soon enough.
Still wouldn't object to a bigger radius though, it really feels like it should be at least 10ft. -
I think thermal is the new hotness for pvp (pun intended).
Heat Exhaustion on something that usually takes exhaustive efforts to kill seems like a win to me.
