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Posts
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Woohoo, I got one! Thanks for the facebook notification.
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The augmentative relationship between -Resistance and -Damage is the basis of two of my characters: a TA/Sonic Defender and a DP/Poison Corruptor. The former stacks -resistance from Sonic with more -resistance and -damage from TA while the latter stacks -damage and -resistance from DP with more of each coming from Poison. It's very effective and nice to play with a non cookie cutter build.
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Quote:This suggestion would work particularly well on Power Surge, giving you more control on when the EMP takes place. I really like it for this skill in particular.
This is annoying in solo-play, and incredibly frustrating on teams. Teams don't generally like to stop and wait 1-2 minutes for you to crash and recover. If you're the tank, there's a good chance you might face-plant while fighting the next mob, possibly taking your teammates with you. Even if you aren't taking the alpha, the odds are high that you will die if you continue to fight, particularly if you are relying on Power Surge or Unstoppable. On the other hand, if you were able to CHOOSE when you were going to crash, you could quickly get back into the game, pop a few inspirations and not force your team to sit around waiting out your power. The Hybrid pseduo-toggles have the perfect mechanism for making this work. You could hit your panic button, kill the mob, and then purposely crash, so that you could recover faster and return to combat.
Thoughts? -
Quote:I have the Shield Drones, and the best advice I can give is to use the Core route. The Stimulant/heal isn't very reliable, and the Dispersion Bubble toggles on and off sporadically. Go with Core on these little guys-- they have excellent damage and can debuff regen as well.2) Red Tomax says the Shield Drone's Dispersion Bubble adds 5% Defence and Mag 1 protection vs Stun/Hold etc. Mag 1 can't be right can it? That won't have any effect. Does the Shield Drone provide useful mez protection? Is the 5% Defence correct?
3) Does the Shield Drone use its stimulant/heal on the player regularly, especially if I get held or stunned? -
Do you feel that there is a need to remove influence from the economy? I personally feel that the influence market is rather healthy as is-- particularly compared to another recently released game that use both GOLD and real money on its auction house. These boosts are better served as generators of revenue rather than used for the destruction of influence.
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The twitch friendly style of Martial Combat is exactly what I have always wanted in a Blaster! Awesome. Also-- the shuriken animations for Martial Assault look amazing!
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Water Blast tinted dark red works well for a Blood Omen: Legacy of Kain type vampire with blood manipulation. A Water Blast/Dark Manipulation or a Water Blast/Psi Manipulation would have ranged blood blood attacks, melee attacks, mind control (Touch of Fear/World of Confusion etc).
A Water/Time Corruptor works well too, and is really powerful in game. -
My experience is the Freedom has a much better red-side population (Villains and Rogues) and that Virtue has the slightly better blue-side population (Heroes and Vigilantes). Both are busy servers though, with excellent networks of players on each side of the game.
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My main is a DP/Poison Corruptor. I love him, but the set could really use some attention.
(+) Poison is a potent single target debuffing set.
(+) Poison Trap is a potent AoE mez and proc delivery system. This skill is really good, probably the best in the set.
(+) Poison is a fun theme (for me at least).
(+) Poison has -Special on a fast recharge; this is really good for PvP.
(-) Poison has terrible AoE debuff geometry.
(-) Poison is a single target specialist with arguably the worst -Regen capability of any set that recieves it. If any set is deserving of a -500% value, this should be it.
(-) Poison is the only set outside of Trick Arrow with NO form of self buff what so ever. On top of this, it forces you to enter melee range to use its tier 8 and 9 powers.
(-) When used as a secondary, Poison is the only power set in the entire game that forces a player to take an ally targeted power at tier 1. This means it is completely useless for solo Controllers from levels 1-32 and solo Corruptors from levels 1-41.
(-) I feel that a single target rez (Elixir of Life), a single target heal (Alkaloid), a single target mez protection (Antidote), and a single target hold with no secondary effects (Paralytic Poison) saddles this set with the four least desirable skills from sets like Pain, Kinetics, Empathy, and Dark Miasma. If a significant portion of skills were going to be largely reskinned then cut-and-pasted into this set, why did they have to be 4 of the crummiest and most often skipped iterations? -
Quote:I believe that it used to proc on every tic of damage rather than once upon exploding, and once every 10 seconds thereafter. And it did such unpatched for, like, a REALLY long time.I cannot find the record of it. Poison trap used to behave a lot differently proc wise and I know some corrections were made to it.
Can someone describe what the problem was and what was occurring? I *think* I may have found something that is replicating it but on a different power in another powerset. -
What if Blasters had the ToHit buff on Aim and Buildup increased in duration to compensate for ATs like Corruptors and Defenders being able to utilize their secondaries and Tactics to perma-fast snipe? I could see the ToHit buff portion being increased to 15 seconds, which would provide a 66% uptime on SOs, and easily become perma with IOs, global recharge, and Hasten.
I think there should be some opportunity cost to achieve perma-fast snipe, but that (Aim/BU) Blaster's have a harder time achieving such and could be brought more even with the other ranged ATs. -
Wow! Great change across the board. This is very awesome, and makes the old nukes far better than many of the current crashless nukes IMO. The old crashing nukes also have potent mez and insanely powerful debuffs attached to them.
Hail of Bullets in particular really looks bad under this proposal-- less damage than the old nukes even when using Incendiary Ammo, anemic and useless debuffs with Cryo and Toxic, and only recharges 25 seconds faster. Hopefully HoB is looked at in comparison to other PBAoE nukes post change.
I keep thinking about Blizzard on an 85 second cast cycle with no crash... -
On my DM Brute I used 2 level 52+ Acc/Dam HOs and 4 parts Heal set in Siphon Life. Another option is 1 Level 52+ Acc/Dam HO, the respective Purple Damage-- which most people leave out of 5 slotting for purple sets and is available for this, and 4 parts Accurate Heal set.
Depending on your AT, a a good slotting for this power would be 3 parts ATO and 3 parts Heal set. Corruptors and Defenders could recieve 6.25% to 10% recharge from an ATO set 2 as it is now on beta, along with solid numbers. The same goes for Siphon Life and melee toons-- split ATO set 1 into two parts of 3 and stack melee defense. -
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I love them all! I think that Tartyrsause has the best comic book cover overall, but am judging this with COH tinted glasses and love how the other two have incorporated visuals of this game in their drawings.
1. SyrusB / Liz -- Feeling abstract today.
2. Leaf-nin -- Makes me recall how shocked I was when the secret of the lost was revealed.
3. Tartyrsause -- Awesome artwork, the undoubted winner on any non-COH forum. -
There is no question that a looming dichotomy for sets with and without Snipes will happen. I think that every set that lacks a Snipe skill should have their mezzing attack made into a viable high damage attack-- just like how they buffed Clobber for War Mace . This would include Dual Pistols, Ice, and Sonic. Water Blast might need a buff somewhere too, along with any other Snipe-less sets that have slipped my mind.
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Quote:I think the problem is that Soul Drain is indeed better than Build Up... for melee classes that have armors and drastically shifted incoming-outgoing DPS until death life curves. While a Blaster has the option to engage in melee or punish foes that come too close, they lack the protection to adequately leverage Soul Drain. This AT will still lack such even after the looming buffs to Touch of Fear (which will be ranged mind you).Unless you're range exclusive, Soul Drain was the first time Blasters even got access to anything better than BU and Aim really, and lots of things are stronger than BU and Aim. Its just that mostly melee archetypes get them.
Do you think that Soul Drain would be viewed the same way on a Scrapper if it could rarely be saturated (or even partially saturated as 4+ targets) and required melee classes to alter their gameplay to use properly? What if the mere use of it was risky and the more effective you made it the lower the player's chance of surviving got? That's the terrible line that Blaster's walk with this skill-- and it's neither something that melee classes face nor do Blasters with Build Up.
I think there are two ways to remedy this:- 1- Make Sould Drain a TAoE.
- 2-Make Soul Drain grant a period of significant +defense/+resistance during its lengthy animation for the Blaster AT. This class will still face the issue of surviving the initial spawn dive as well as the ensuing agro.
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Welcome back!
Time Manipulation is an extremely powerful support set. If you are interested in making a support character that is one of the most potent force multipliers in the game then Time/Sonics as a Defender is excellent. I feel that Time is a bit better than Radiation in all content other than AV fights, as the set has massive self buffs, team buffs, and potent AoE heals that pair extremely well with it's full toolkit of debuffs. Radiation is a bit better against AVs ONLY because it has better -Regeneration capabilities.
In relation to something you mentioned, and should you want to play a combination of new sets, a Dual Pistols/Time Corruptor is also an excellent choice, and grants you more than enough durability to spawn dive and Hail of Bullets the bejeezus out of everything. This would be a more solo-friendly build, and contribute more AoE damage than the Defender above.
**I will mention that Time is a very clicky set, and if you are a player that gnashes their teeth with a bit of redraw then look elsewhere. I play a DP/Poison, a combination that is perhaps even more clicky than Time, and I don't mind as I manage attacks and debuffs in blocks during combat so as to limit redraw.
As for melee sets, Titan Weapons is the most powerful but almost requires a pairing with an armor set that patches endurance (EA, Electric). I really enjoy Street Justice so far as well. It doesn't have the ridiculous AoE damage of Titan Weapons, but on a stalker can produce some jaw dropping single target damage numbers: AS-CU with the ATO set in AS is the best burst damage in the game. Period. -
Quote:I consider myself a Poison "expert" as my main is a DP/Poison-- and these are all great points, particularly the part about having the worst -Regeneration of any set that recieves it and the fact that it is forced to swallow clones of the 3 least desirable powers in Empathy (with Alkaloid actually being WORSE than Heal Other). I have tried and tried to get the set buffed-- particularly in Beta when it had its narrow window of attention. Poison is perhaps the set most in need of attention in the game right now.From what I have experienced of it, Poison is basically like the most 'meh' powers from Empathy (single target heal, rezz, and anti-mezz) combined with a nerfed version of Radiation. However, I have never gotten above around level 20 with it. In theory it has decent debuffs, but it is severely lacking in the one it actually needs to be a decent single target debuff set (-Regen).
That said, Poison Trap is absolutely insane. It is basically a mag 3 PBAoE hold on a 1 minute recharge, that can run 4 procedures over 30 seconds per trap. I don't like to point that out all that often, but think for a second about what one can do with that... Every single skill in Poison is underwhelming except for this one skill. -
Fire/Poison would be great, and mechanically has the best synergy. Fire plays best in melee, and after level 38 so does Poison. Poison Trap will be a sizable boost in hard control, and Venomous Gas will nicely boost the damage of Hot Feet. The layered -damage/-resistance combination will also increase the durability of your imps against hard targets, and increase their striking damage in turn.
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Which developer would I PM about some discrepancies that I have noticed with the PPM adjustments that have been implemented? I'd rather send them a PM than start a post that could get derailed.
Thanks guys. -
I have my skill 5-socketed with Unbreakable Constraint for the purple bonuses. The hold is great when you crash and a surprisingly awesome feature on this skill. The endurance drain does take effect but is not worth augmenting through sockets-- the lack of a recovery debuff means that a floored foe will be attacking again after a second or two.
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Quote:You are mistaken, as a level 50 Glad's Armor will function all the way down to level 9 from my testing, and most likely to level 1 which I have not tested. It obeys the rules of procs rather than global bonuses such as Steadfast Protection. Don't believe me? Simply test this in Ouroboros...Incorrect.
That IO is *NOT* a 'proc'. It's a 'global'. There's a difference.
Quote from the page on ParagonWiki for this IO:
Whatever you want to call it, proc is probably more accurate, particularly given your use of mechanics in the quote. -
I am 100% on board with this suggestion. Super Jump looks terrible because it lacks any visual cues as to how much force is required to leap over buildings. The animation should have some indication of force/speed, and the "cracked earth" effect should be added upon jumping and landing.
I cringe every time I use this skill, and would NEVER use it if it weren't for using Spring Attack to fill a gaping AoE hole on my DM Brute. -
Dark Armor is one of the best sets in the game when built right...