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Issue 20 overall appears to be a solid issue, but I am not convinced that it will surpass Issue 18 or Issue 19, but we shall see. Based on what information we do have to work with, it appears to be forming a frame work for Issue 21. But I have to echo some earlier thoughts in this thread, that, there has to be more involved if it required a strict NDA...well I hope...
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Dark Regeneration heals for more because it requires accuracy slotting. Energy draining doesn't, and as a result, I find it more reliable than DR.
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Bean bag actually shines more with blasters where they have access to another stun to stack with. Still, bean bag has value for AR corruptors for secondaries that are not too busy (eg /Sonic Resonance). Since you are using /Traps, you don't need bean bag at all as it has been mentioned above.
As for burst vs slug? Normally I would say slug, but since Corruptors can leverage scourge, burst is very end friendly and very useful against single target AI below 50% health, so having both may end up being beneficial (especially for forming a single target chain, assuming you don't have perma hasten). -
I highly recommend you skip empty clips, but make sure to try it first on a low level character before giving up on it.
I personally don't like low tier, long activating attacks with the exception being shadow maul (very controversial lol).
Each person's likes/dislikes vary, so you will have to try it out yourself. -
To be honest, I like Dark Armor a lot with the recent changes. ELA I wouldn't recommend though unless you have a lot of experience playing with stalkers.
But I concur with the others that a defensed based set may be the way to go with a non IO build. Will is a good second route to take as well. -
Yeah Sonic resonance receives a drastic change with alpha slotting.
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Quote:Good post.Okay.
1. By the time I'm finished, my recharge intensive build will have about 15 to 20% defense and around 110% global recharge before hasten.
2. My defense build will have soft capped range def, and about 70% global recharge before hasten.
Now, with Alpha slots, I could bump that recharge up on the defense build and have a nice, steady, survivable high def high recharge build.
Or, I could have less def, higher recharge and alpha slot damage on the recharge build.
Both would have my optimal attack chain up, with a little hiccup in the def build.
But, my recharge build will also have...
1. AoEs up faster with much higer damage for the Alpha.
2. AIM and BU up much faster.
3. Nuke up much faster.
4. Access to purple insp.
Seeing as how there is no recharge insp, and I have cowloads of med and large purple insps, and I consider defense highly situational, I will elect for more damage, faster AoEs, nuke up more often...
15% positional def versus 30% = 1.5 in ten average hits avoided v 3 in ten avoided, with no guarantees.
So, I'll rely on things like bonfire, 3 holds, self rez, hover, stealth and speed, positioning etc.
I make about 10 mil an hour fighting 50 plus, not even considering IOset drops, and rare salvage. That's just selling the trash. I only die when I get silly. I can handle x 8 spawns with bosses.
When I feel like soloing an EB I'll use my defense build but for every day stuff, give me my recharge build. It's entirely an endgame build based on teaming, but I solo it about 2 hours a night, usually making about 20 mil in that time and with a few rares here and there if I'm lucky, I can pull 100 mil a night just from solo.
Teaming? Well, with the excessive amount of melee types in any group, I don't get aggro. When things go wrong, I pull back or pop a few purples. That is rare.
You play different. Great. Applause. But I do very well with how I play. I'm on Pinnacle with the same name as here. Look me up.
As the new incarnate content is showing, building for defense isn't good in many cases, so having a second build with recharge is phenomenal. Blasters rely on destroying targets ASAP if they have no defense to lean on. This is where a second build with recharge is nice.
It doesn't take much to have two IO builds, but each person's comfort level varies I suppose. -
Quote:Archery can bring pain at range which is invaluable against Malta. Archery also has a stun that can be applied at range (Very important against Malta gunslingers or Sappers), and a nuke (RoA) that can be fired off around a corner. Its highest single target attack does fire damage, and it can be fired at pretty good range. For corruptors, archeries lower tier attacks that fire quickly brings a target to scourge range rather quickly, which makes archery corruptors very efficient despite the lethal draw back.LoL, you can't avoid Malta except by auto-completing missions. I think the main gripe with Archery is it has no secondary effect to mitigate damage and does not do extra damage like Fire does as compensation. Then the next drawback is, only Lethal damage.
The good part about Archery is it is fun and roleplays very well. -
I just yelled in my room lol. You know why? My AR/Sonic corruptor had no problem soloing this arc (eg sonic resonance shield + grenade launcher)...and people say /Sonic resonance characters aren't good for solo...
Anyways, your problem is that, Trick Arrow takes a while to mature. TA compared to Sonic Resonance, for example, becomes a lot more versatile and flexible towards 50. -
Quote:Good suggestions.Time Bomb seems to be one of the most skipped powers in the /Devices set. And understandably so with 9s of casting (8s interruptable) and 12s of a delay in its detonation (21s from button click to explosion). It is very hard (and sometimes impossible) to time it for an effective detonation in a team setting and when solo, it just adds more to the already slow moving set.
In a team setting, I typically have to stealth ahead of the team 2-3 mobs in front of them in order to have enough time to drop the Time Bomb before the team shows up. Otherwise, the team will either: 1) scatter the mob making the explosion useless; 2) causes AoEs that interrupt me; or 3) completely eliminate the mob before the Time Bomb explodes.
Solo, sure you can stealth in, drop it, and wait the 21s for the "nuke" level damage to devastate the mob... but other blasters can stealth in and "nuke" a mob with Inferno, Nova, Blizzard, Thunderous Blast, and etc in only 3s-4s. But that's a PRIMARY "nuke" vs. a SECONDARY "nuke"... so I'm ok with a longer cast time to keep the damage high on Time Bomb however, 9s is still FAR too long.
A suggestion for a fix to this power and to make it more useable in a team setting (and solo) is to make the Time Bomb a "Detonation Bomb." Instead of dropping it and waiting for it to go off, you can drop it and then click a button to set it off when you want to. The mechanics are already in the game to accomplish this: Drop a pet, and then "dismiss" it, at which time it blows up doing damage. You could click the button once for casting, and then click it a 2nd time for detonating when you're ready for it to go off--instead of when IT wants to go off.
But it should also have a 7s cast (6s interrupt) instead of the 9s it currently is (this would be fair on the whole and in-line with other changes I've sugegsted with other powers in the /Devices set in other threads). 9s is just too long to viably use in a team setting... 7s is still long enough towarrant the damage of a secondary powerset "nuke", but also short enough to make it more useable.
This would also be more in-line with the "ambush"-iness of Trip Mines and Caltrops by setting up everything ahead of time and pulling your enemies to trap. When the minions and lieutenants clear your Trip Mine field, you have your "Detonation Bomb" ready for the bosses (or EBs).
In a team setting, this would also eliminate having to guess and "time" the explosion with your team's actions (which is near impossible) and you can "detonate" it when it's best for you and your team.
I also think this would be more appealing to other players and people might actually start taking the power.
I have to admit though, gun drone may need to be addressed first, but some people have reported success using gun drone. -
Lineage 1 is still around...CoX will be around for another decade for sure. NCSOFT only pulls the plug on projects that start off poorly, not the ones with longevity. CoX is like a seasoned olympic runner.
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The WST is alright for end game content, and for those that crave it, but I honestly I don't care for it. If I want end game progression, I would go subscribe to that other MMORPG. I think that, if more content is introduced between level 1-50, there would be a lot less friction with the player base. I suspect, that, focusing too much on Incarnate content the next few issues would definitely be Ill-conceived IMVHO.
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Quote:Briefly, and well stated, as I concur.This really smacks of a Neuron approach to design and implementation. Add something that's only half done, then abandon it and go on to add something else that's only half done, then abandon that and move on to the next new shiny.
I say this not to troll, but rather to say that it seems to me that the developers are all too focused on adding new stuff over fixing or finishing told things. -
I was wondering, will there be new changes to existing power sets, and re-balancing? And, what is the vision of the new powers employee at Paragon? Thanks in advance.
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Stealth IO's are dirt cheap to build from scratch.
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The new energy drain is amazing and I highly recommend you slot it up before giving up on it.
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Speed -debuff in stealth needs to go.
Invisibility needs a reduction in terms of endurance
Phase Shift needs to be spiced up. -
Traps/AR
Sure you have to wait for full auto, but picking up the essentials of Traps much sooner is too hard to pass up. -
AR/Sonic Corruptor lvl 47, new main
I have a lvl 50 AR/Dev Blaster, and lvl 50 AR/Traps corruptor, but the AR/Sonic Corruptor is far more versatile for soloing and teams. Very little set up compared to the other two (eg shields), and the rest of the time I spend just blasting away. Pure joy, but end is a problem. -
Quote:It was a good power before castle nerfed it to the ground. Now, I don't bother given that the other attacks in AR activate far more quickly now.Probably because it's the least used, especially solo.
Location AoEs are awkward to use and position properly in the middle of combat, especially in team combat where you have little to no visibility, and especially when the AoE is so tiny (4ft radius). Does a bind like LSHIFT+LBUTTON "powexec_name Ignite" work like it does for teleports? That'd actually help a bit... (EDIT: And it does; tested it on my unused 3rd build and also found out that it *doesn't* work with MBUTTON or RBUTTON, just using the power instead of using-and-placing in those cases)
Lasts only 10 seconds with a 4s cast time (plus a couple of seconds to place it), so odds are most immobilizations/holds are going to be ending quite quickly by the time it's placed (especially if you're relying on one of your own). And when it does end, that mag 50.0 fear means the target is out of there after having taken very little damage.
Overall, not that great a power, even if the damage numbers under optimal circumstances are very good (27.8 damage per second according to City of Data?). -
I suspect Empty clips is the culprit as to why people feel DP is sup par because it has a long cast time, and short range, and it leaves a bad impression.
Compare it to buckshot (0.90s), and Fistfull of Arrows (1.17s), and it is easy to see why DP feels clunky. It is fine if the harder hitting powers that come later hit hard but have longer cast times, or even increased range But for a meat and potatoes AoE to have a cast time of 2.5s (Empty Clips) is too much. Cut the cast time in half, and watch the set take off, and people's perception of the set change drastically as well improve DP's ability to kite with its meat and potatoes to set up its longer animating heavy hitters at max range.
Only Ignite, Full Auto, and Sniper Rifle have longer cast times than Empty Clips. And for Archery, only Rain of Arrows, and Ranged shot have longer cast times than Empty Clips.
Hail of Bullets at least is a heavy hitter compared to Empty Clips to justify its cast time, and short range. Piercing rounds is a heavy hitter at 80 feet compared to the 40 feet of Empty Clips. -
Now that I think about it, DP could probably leverage Aid self in mid combat because of knockback it has, assuming swap ammo isn't used to change that.
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Aid self out of the box is hard to use on a squishy with low defense but if slotted properly it can work in a pinch. If you don't have the slots to spare, I wouldn't bother with using Aid Self mid combat (just after the end of combat would be realistic).