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...uh, well yeah, naturally, since that's the only way your change could be used anyway, if it happened or not, unless you are talking about using your pet as the anchor or something.
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Quote:No, for example, there are several defender types that have severe struggles when it comes to doing the Mender Ramiel arc, even after the inherent was buffed. Tankers also can take forever to kill something (typically) when compared to many other ATs - there are exceptions to all of these statements but a solo tanker wanting a blaster to team up with is not a rarity at all.Yes, they do damage. And that's it. They contribute nothing else worthwhile to a team...and their absence is very easily covered by brutes or scrappers or coors or doms. While other ATs may bring slightly less damage, in 7 years I've never seen a team suffer for lack of damage. I have seen some suffer for lack of buffs, debuffs, tanking, healing, or other issues. Damage is something that every AT can do so well that it really doesn't matter that Blasters do it a bit better. Blasters in the meantime suffer from chronic faceplant syndrome, and half the time they don't spend dead, they spend mezzed. And yes, you can cover some of these holes with IOs and good playing...but the other ATs can cover themselves that way as well, resulting in no relative net gain for blasters as an AT.
Blasters are irrelevant in every way since the one thing they do is something that everyone else does well enough to get by. And any way they can make up for their deficiencies can be employed by other ATs to an equal if not greater effect. -
Yeah I would like to see how Tater does it - he says he loads it with procs but I don't know which ones.
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Quote:I could see everything but the Disruption Field change - I think that could be a little OP, since you are already able to put 3 shields on that teammate to mitigate 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.
100% yes to all of us saying for years that Liquefy needs a shorter timer. Just remove the damage if we need to sacrifice something. I seriously doubt anyone enhances the damage in Liquefy or even notices it on teams at all. -
Quote:Wut - sense, this makes none. I always look at the radial side but thanks for bringing this to my attention.I was really shocked that Rebirth's numbers don't scale to AT's. The heal and +HP are the same on a tank or mastermind. I would think they would have it as a %base not a base number. However it breaks down like this:
856.72 heal on target
214.18 max hit points for 10.00s on target
53.54 max hit points for 30.00s on target
53.54 max hit points for 1m 0s on target
53.54 max hit points for 2m 0s on target -
Ok nevermind - I went with Cognitive Radial just to do something different.
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Quote:Ehhh I dunno - Diamagnetic can help if you are shy of the softcaps, with a 100% chance of proccing. I could totally see that advancing a thugs/traps mastermind by quite a bit, for example.I'll go a bit further and say that the only interface powers that are even worth taking are the radial damage ones. It doesn't matter how good any of the debuffs are because one thing the debuffs will never do is matter in aoes. The damage procs, on the other hand, can and will foreshorten engagements considerably by finishing off minions that would otherwise have required another aoe or a single target attack to defeat. The fact that the damage procs are the only ones not specifically resisted by AVs is simply salt in the wound.
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Quote:It's mag 2, and it isn't all that great on the radial side. When I've talked with Arbiter Hawk it sounds more like it was designed to prevent melee attacks. I was interested in Spectral for OG wandering and to keep mobs in Burn, but it just doesn't seem to go off enough. Even if you go Core, you need to think of how often a PBAOE proc goes off - which is one, maybe two mobs per use, since that's about how often the immob should fire.Oh good to know.
Hey JayBoH didn't you test the immob one? I think you mentioned it. I was even considering it despite finding the chance too low... It would give at least my dm/da scrapper a chance to prevent stunned mobs from wandering somewhat (since she has a damage aura and damage auras trigger those right?) and keep the bosses in place for the punching (dunno what the immob mag is).
I kept Spectral on my stone/da though for theme, and since it does good damage.
...by the way, last night I made my first edit ever on the Paragon Wiki, for Spectral and Cognitive, since they were using the old values. -
Quote:Sorry I have to disagree - every time I see a blaster join a team I am always reminded about how much crazy damage they pump out.I could see this for blasters only, since IMO they're a pretty useless AT right now, barely above stalkers. Other blast-set users bring enough other abilities to the party that I don't think they need a buff, but for blasters, sure.
On the other hand, more damage isn't necessarily what blasters need, but more utility and survivability in their secondaries. They're supposed to be glass cannons, but right now other ATs do enough damage to compete with the cannon part, while not having the drawbacks of the glass. -
Quote:My replies are in orange. It's not toooooo bad of a set though. Apparently the powers team has a year's worth of work in their laps as it is. The main problem with repulsion is I nearly always put it on a blaster type who finds hilarity in shooting mobs everywhere, crushing my entire end bar, instead of using it as only a defensive tool. I love that idea of making it a disorient - but the end cost needs to come down or something.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. Nope - Arbiter Hawk was just saying how Detention Field is going to stay as-is simply because cage powers are great for PVP. I am sure this will stay the same for the same reason. (yeah I know, lolpvp, and I agree)
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.
Love this idea - like a reverse OG - only mag 2 with a lowered end cost perhaps?
Liquefy - Lower recharge on this power, and I think it is good to go. Agreed 100%. I just wonder if doing this with the Repulsion change would be OP though. Liquefy can floor acc as it is on top of the kd.
Overall, Sonic Resonance doesn't need a complete overhaul, but some of its powers do need updating for the current game. -
...by the way, we are talking about all snipes, for blasters, dominators, and stalkers, right?
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Why not combine the two? Out of combat, it does double/triple damage what they do now.
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Need to clarify: Reactive/Spectral/Preemptive all do the same DoT. Cognitive and Degenerative do about 2 to 3 points less damage. Typically I see 11-14 damage considering all the different DoTs on the average target, so the DoT difference is very minimal.
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How many of you have reported this in-game or PMed the appropriate dev?
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Yeah the Interfaces were my main focus for the beta since it is my favorite Incarnate ability.
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I apologize as I haven't read this massive thread, but how unreasonable would it be if EVERY attack had the bruising effect, including AOEs?
It doesn't stack on enemies, so it wouldn't be OP, but, I don't know if that would really fix the AT. Personally I don't think tankers are really in that bad of shape - yeah, I wish they did more damage, of course - especially ice melee - man do I feel weak with that set. -
Yeah I agree, go with Agility/Preempive. Preemptive really only helps those that drain end already and is completely unnoticeable for others. Your stalker is already going to get damage buffs with Issue 22.
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Now you just have to add Preemptive Interface to that elec/poison combo for even more fun.
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Yeah, nukes that have crashes - not a fan of them for support classes. I also don't think much of Haze, but Cosmic Burst is a must have.
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They already want to add 3 slots as he just mentioned, and I too wish it was at 50 instead of their original plan, which was in the 20s.
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I have a 51 SR/Ice tank and I typically run with these numbers using a tier 3 Nerve Radial Alpha:
I am having a very tough time deciding on an Interface. Any suggestions? I only have the Alpha unlocked so far. How much of a damage debuff does Paralytic do, for example? I plan on going for Rebirth since I do not run Tough and have zero healing abilities.
Even Cognitive Core looks like it might hit one enemy at a time while using an AOE, and it only lasts 4 seconds so I don't know if I will go that route. Spectral is out of the question since I use Ice Patch. -
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