Gemini_2099

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  1. Quote:
    Originally Posted by Seldom View Post
    Repeating a suggestion from before:
    • Sonic siphon is a single target hit-checking, nonstacking debuff with a slow recharge and no mitigation
    • Sonic shields give no protection at all to the effects of the attacks that they shield from.
    • Sonic disruption costs as much as radiation's enervating field, which also supplies a -25% damage debuff. Disruption does half, and needs a buddy in melee range.
    • Clarity, which shields people's minds, only protects from mez.
    • liquefy needs to either last longer, or recharge faster. It seems balanced by the bevy of effect that it carries, even if many of those effects are minor. *coughholdcough*

    At present, sonic is the least reliable shielding set. It can only soften damage, and in most cases makes the 'protected' allies still take full debuffs. This in contrast to defense sets that give 100% debuff resistance to attacks that miss. No other shielding set has such a complete lack of mitigation versus psy damage: all other sets offer safety either through overlapping defense tags, more abundant mitigating soft control and debuffs, or healing. Sonic has almost little to slow/avert/soften damage on the giving end, and no way to recover from it once it lands. This stands in stark contrast to forcefields, with its nigh invulnerability and ample KB disruption, thermal and its healing, and cold and its slows/weakening debuffs.

    Sonic seems to put all its eggs in the 'mitigate by making tougher, and make things die fast enough to do less damage' basket, and does not do that well. In common practice it offers similar debuffs/shields to other sets with no extra layers of protection. It does less, and what it does, it isn't that much better at, if at all. I love the set, but while on my other shielders, my team mates don't need rest between battles, inspirations, or controls to stay healthy. My sonic character's team does. The shields, fully slotted, aren't strong enough to keep things in the green during constant incoming full damage, the debuffs are too limited to make things die before doing good chunks of damage.

    Suggestions:
    • Add -damage debuff to sonic siphon, so that it protects from its target as well as weakening it. It still should have its hit check/non-stacking flag.
    • Add -defense resistance to sonic barrier, a common lethal debuff, and -rech/-speed/-end/-tohit resistance to sonic haven, as those are common ice/energy/neg. energy side effects. Add minor values of all the above debuff resistances to sonic dispersion, same reason.
    • Add -25% damage debuff to disruption field, giving a damage mitigating effect to the ally you are asking to wade into a crowd.
    • Clarity shields minds, it should shield from psy damage. There is no reason for a mental shield to still have weakness to mental damage, and sonic resonance does not need a psionic Achilles heel to pass on to those it protects.
    • Liquefy should last longer, or recharge faster. It provides as much value as powers such as traps' poison trap, but on a far greater timer.
    I wouldn't call Sonic the least reliable shielding set, because that assumes the other teammates don't bring anything else to the team. The appeal of Sonic is that it is the most consistent as you know X amount of incoming damage you are capable of taking.

    The RES shields on a defense or regen melee is a huge boost to how survivable an avatar can be. The RES shields combined with FF is very potent, etc.

    Sonic's shields would be overpowered if it did more mitigation, especially paired with defense. This is why Sonic's shields currently are balanced around a team environment.
  2. Anyways, here are some of my ideas to improve sonic resonance:

    Sonic Cage - It could be replaced with an immobilize, or have enemy regen stop when put in the cage. As of right now, I think it is underrated, but it needs updating given other Defender/Controller/Corruptor sets have multiple debuffs being utilized now.

    Sonic Repulsion - The end cost is too high, and its utility isn't ideal honestly. I recommend being able to use it on the caster himself. An alternative is a new power that creates a sonic wave of energy that can disorient.

    Liquefy - Lower recharge on this power, and I think it is good to go.

    Overall, Sonic Resonance doesn't need a complete overhaul, but some of its powers do need updating for the current game.
  3. The problem with Cold, is even on Defenders, all its key powers come late, while FF is good right of the box. And if the late key powers are so important, than Thermal I would say edges out Cold.

    But it entirely depends on personal preferences honestly.
  4. I agree commando.

    For a new player buffing, debuffing, and attacking can be a bit overwhelming. This is why I wouldn't recommend Kinetics to a new players unless it fits their concept.

    FF is a good choice as it has been pointed out because with SO slotting it simply works smoothly which allows you to focus on attacking with your secondary. And BR has some debuffs built into the attacks that makes up that shortcoming from FF.

    FF/BR very good choice.
  5. I am so sadistic I will try a BR/Pain Corruptor and let you all know how it turns out.
  6. Quote:
    Originally Posted by plainguy View Post

    what the key powers are in AR.
    The key powers in AR are Slug and FA. The rest are optional.
  7. Quote:
    Originally Posted by Knowmad View Post
    Beam rifle fills a major weakness of FF in that it provides 2 crucial debuffs helpful in downing hard targets (-regen and -res). You can apply a 225% regen debuff with disintegrate and single shot, and a 20% resistance debuff with piercing beam. Force Fields is astoundingly good now that the small bubbles are AOE. Powerboosted bubbles can provide AN ENTIRE LEAGUE with 38% defense, toxic resistance, and protection from endurance drain in just 3 clicks lasting 4 minutes.

    My now level 50 FF/Beamer also has massive personal defense (50%+ range and aoe, 38% melee) with Dispersion, Maneuvers, Weave, Hover, the 3% steadfast unique, and set bonuses to Range and AOE defense from Red Fortune, Serendipity, Blessing of the Zephyr, Gaussian's, Detonation, and Ruin.

    A true tank mage without purple or pvp sets, and pre-incarnate. As someone with 7 level 50 force fielders of various sorts, FF/Beam is tops in terms of fun, power, and thematic synergy. If you are a shield connoisseur like me, it's a can't miss combo.
    Good advice.

    To the new player welcome, and FF/BR is an excellent choice for a someone new.
  8. Turning Stalkers into melee debuff would be really cool and thematic. But I like what the Devs are proposing.
  9. Quote:
    Originally Posted by KnightofKhonsu View Post
    This weekend, my defender finally received 'Hail of Bullets' for my final power for dual pistols. I did not think much of it as just another AoE power. However, when I finally used it I was simply stunned. The effects of this power made me sit up a bit straighter in my chair. The amount of damage and number of targets I took out when I activated it made my eyes bug out. That is not all of it. When I activated Fulcrum Shift, the damage increased dramatically. When I fired it off again, my little defender did not leave an enemy standing even when the entire team engaged.

    Since this is my first time using Dual Pistols, I was not prepared for an outcome of this magnitude. The amount of damage this power can do sure makes my lil defender even more dangerous. No wonder I found myself at the end of a numerous attacks from the enemy when I engaged them.

    My question is this. Has anyone else found themselves shocked by what 'Hail of Bullets' can do with or without using Fulcrum Shift?
    Kin/DP is a good choice, and welcome to the world of crashless nukes.

    Your description is the same feeling I had when I first used Full Auto back in 2004...aaah memories.

    To this day Full Auto is epic to fire off every time it recharges.

    Enjoy!

    One more note to another poster above: Yes AR is viable without Ignite. :P
  10. Why is a single target set like Beam Rifle so popular? Because it is good at single target damage.

    The upcoming Stalker changes are welcomed from my view. If I wanted another AoE melee AT I would roll up a scrapper/brute.
  11. My suggestions is just that.

    I think that this is one power out of the entire set that can really benefit with a lowered recharge.

    From 300s ---> 240s

    Thoughts?
  12. I use fire ammo most of the time which makes DP very interesting damage wise.
  13. In this instance the customer is not always right.
  14. It is not a bug as Rad users confirm the same with their anchors using BR or AR. Enjoy!
  15. For the vets, I ask you how useful are the combat pets? Can they be buffed?
  16. I tend to take the middle ground approach with Ignite. While pre-nerf it was too much (it outshined Full Auto), now it is has been nerfed to the ground.

    Anyways, back on topic a crit mechanic with other Assault Rifle attacks would be neat, but how would it be balanced out?
  17. Gemini_2099

    Accuracy of DP?

    Quote:
    Originally Posted by Kioshi View Post
    DP has nothing to do with dual blades, there's no combo system.

    Anyway, DP has an accuracy bonus (1.1). Less than Archery (1.155), but more than AR and Beam (1.05). Executioner Shot has 1.25, same as AR's snipe and MORE than the usual snipes (like Elec, Fire, all 1.2), even though ES isn't a Snipe.

    Hail of Bullets has 1.4, same as BR's mini nuke and most usual crash nukes (Inferno, Blackstar, Nova, etc), while RoA from Archery has 1.6 and Full Auto has 1.35.

    So DP is higher than most sets overall for accuracy except Archery.
    I am not talking about combos.
  18. I like the idea of putting "Luck" on the rest of Assault Rifle attacks...it is already on Full Auto. Although I admit the chance seems low, and may need a boost.
  19. The scam...a slap to the face I tell you. :P
  20. If you keep tough and Body armor I would consider slotting up health, but some people feel otherwise.
  21. Quote:
    Originally Posted by Supernumiphone View Post
    Because it needed its own thread:



    From here.
    I. want. NOW.

    Edit: Who still uses Placate + AS on a team anymore? That is so 2008.
  22. For AoE DP is superior than Beam. While I welcome the focus of a single target set like Beam, the game is AoE centric thus I would choose DP over Beam for a new player IMVHO.
  23. Gemini_2099

    Accuracy of DP?

    If it functions in anyway like Dual Blades it is working as intended. If not, this is something to keep an eye on.
  24. Rad can form a decent single target chain, but it definitely lack single target punch with only Cosmic Burst being a single target heavy hitter. Cosmic Burst is 40 feet though, so Rad's snipe is not a bad idea if it fits your playstyle.
  25. I love all of these proposed changes!

    I tend to scrap it up more with my Stalker, so using AS midfight wasn't worth it with resistance based sets.

    This is a huge buff to resistance based sets, but especially to Regen, Ice Armor, and to an extent Energy Armor.