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Executioner's Shot is listed as 2.57 seconds of animation. Assuming we can hit 2.1 (as quoted) or slightly below that with an animation adjustment, it would result in almost half second reduction in cast time and be a nice boost to DPA.
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A Shield Tanker is far easier to softcap and receives more DDR. The Brute will do more damage overall because of Fury, but the Tank benefits slightly more from Against All Odds having a .8 base damage modifier and a .96 modifier after Bruising is applied. This means that the damage enhancement is having a greater effect on the AT-- but not causing the Tank to out damage your average Brute. It lessens the gap, if you will. Overall, this choice comes down to personal preference.
Mace is better than Axe for performance, having better AoE and single target potential. If you look at the numbers you will see that Crowd Control beats Pendulum by a wide margin because of it's superior geometry and higher target cap. Clobber is also an excellent single target attack that comes early in the set. -
Defense is a nice addition to ELA, but I never explicitly build for it to the soft cap. The lack of DDR allows it to be stripped away far too easily, especially in high end content where many debuffs are auto-hit and all of a sudden your massive investment is largely useless.
#1-- The most important thing you can do is to learn how to use and socket Power Sink and Lightning Field. Both should be capped for endurance modification, and take an Alpha slot that further buffs end-mod (I love Musculature Radial and Agility Core for these builds). This combination will allow you to survive league size spawns on Lambda or UG without much hassle. Power Sink IS your alpha move-- when you finish with one spawn and are low on endurance you refill your endurance on the next spawn and an alpha while neutering their damage output. This works because Lightning Field constantly saps and the foes are locked into using their weakest attacks.
#2-- Get defense without gimping yourself for it. 15% defense to all can be had with nominal investment (CJ, Weave, Steadfast, Glad's Armor). Additional SM/L can be had if it fits your build.
#3-- Build for recharge. This lets you get lean heavily on Power Sink for sapping and Energize for near permanent regeneration or quicker spot healing.
#4-- Take Power Surge and Burnout. You can have 7 minutes of g-d mode with this comnination and Eye of the Magus. Learn how to time Power Sink with the crash of Power Surge to negate the loss of endurance. -
I definitely agree that Dark, Rad, Traps, Cold, and Thermal have the only level of -regeneration that is game altering, and that it is absurd for these sets vary between -500% and -1000% while other sets are stuck much lower. Time isn't really on my radar in this regard just because it is so good at every facet of this game. But why do Trick Arrow and Poison wallow with negligible -regeneration when they are debuffing specialists? Trick Arrow has no duration on its -regneration, while Poison is stuck at -50%, or 1/10th to 1/20th of the value found in the above sets.
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Quote:OK... Time has damage buffs for allies, grants 50% +recharge on a perma basis with access to IOs (do you know how much this can increase a team's DPS???), can buff ToHit while debuffing defense, and can apply both -Resistance and -regeneration.I've level it up to 50 multiple times, Ive leveled Dark Miasma upt o 50 multiple times. I found DM to be equally defensive and more offensive.
Dark Miasma ONLY has better -resistance and -regeneration, and that is the sum total of its damage augmentation. It is not more offensive oriented than Time, especially on SOs and during normal content where accuracy is the greatest hindrance to fighting +3s and +4s.
But I will agree with you--Dark Miasma is bat poop silly compared to Poison. But then again, Time is as well. Why are these sets with massive AOE debuffs, high value buffs and heals that affect both allies and and the caster ALSO better than Poison at -Regeneration? Heck, why can Dark Miasma apply more -resistance to a 25 foot radius (double++ stacked Tar Patch) than Poison can apply to a single target? Why is a set like Poison with tier 8 and tier 9 powers that force you to enter melee range doing such with no self heal or self buffs, while self buffs and self heals are doled out like candy to every other set (TA excluded)? -
Quote:My bad on the numbers mix up, but Time Manipulation doesn't needs any buffs at all. It is arguably the most broken support set I have ever played-- with personal protection levels rivaling that of a melee armor set and one of the most sweeping tool boxes of buffs/debuffs available to date.Especially since it doesn't offer -250% It offers -150% and you have to use TWO powers to obtain that amount. Not to mention if you miss with the first power of -100% you don't even get the -50% from the second power.
Oh, and the effects for those powers? A slow and and a hold that are highly resisted by the targets you'd want to use -Regen on. -
I was on Beta and tested these changes as well.
Quote:This is a mechanic that works well for damage augmenting debuffs, which can be readily stacked throughout combat and layered on bosses/EBs/AVs, but is terrible for mitigation debuffs. You need the most mitigation up front during the alpha phase of combat, and less as a spawn wears down. This setup does not achieve that and Poison works with a whopping -7.5% ToHit debuff and -15% damage to an 8 foot radius as the sum total of its alpha mitigation. Not only is this value incredibly low compared to every other set, but most of the spawn is not affected because of the tiny radius.Envenom & Weaken can actually stack if you hit multiple targets that are within the area of each other. They never even used to have any AOE. Now true, the full effect only hits the main target, and the aoe is small, but they are designed to recharge quickly for that very reason. Anyway, you can have a single target debuffed 1 1/2 times this way.
Quote:Poison Trap is now pretty good - shocking, I know. Procs are great here too I hear.
Quote:The heal is an issue, only because of travel time. It got buffed in healing strength recently also. I share your frustration over Alkaloid - I wish it was also AOE. MANY of us asked for it to become AOE during re-development, but I guess Synapse didn't agree.
Quote:Yes, the tier 9 requires you go into melee range, and this is by design to add risk, no doubt to go with Poison Trap toe-bombing. The bugs were fixed so now you can enhance the -tohit in combination with the -tohit in Weaken, which is what you should slot Weaken with anyway. The end cost is high so if you can manage 5 or 6 slots here, that would be good.
It needs a couple solid tweaks and to have its -regeneration increased from 50% to something that is meaningful. -
Poison probably needs the most help of any set in the game. Honestly, it has horrid AoE mitigation, forces you to enter melee range to use its tier 8 and 9 powers while offering no personal buffs or heals, and is designed as a single target debuffing specialist with a whopping -50% regeneration. Oh yeah-- you are also forced to take the worst single target heal in the game at level one, making this the only skill set that is pigeonholed into a team-only power right out of the gate.
Someone above posted that Time Manipulatin needed a buff because it "only" offers -250% regeneration. I couldn't help but laugh about that in the context of the current state of Poison. -
Quote:I would suggest implementing a lower bound an each and every proc that is equal to either the current flat proc rate, or the current proc rate -20%. Upper bound should be 90% as you have suggested, the lower bound should equal 20%/16% or 33%/26.4% based upon the current flat proc value. Everything in between and up to the cap can be dictated by your proposed formula.No, I don't consider this proc to be very abused. Here's how it works now:
This power has a recharge of 30 a 1.17second cast time and an Area Factor of 4.
IO version has a 20% chance to proc.
SBE version has 3 PPMs and thus has a 39% chance to proc.
PROPOSED CHANGES
Theft of Essence: Chance for Endurance
PPM: 4.5
0% Global Recharge/Power Recharge
Proc Chance: 58.4% per target
0% Global Recharge/95% Power Recharge
Proc Chance: 31.0% per target
100% Global Recharge/95% Power Recharge
Proc Chance: 21.3% per target
200% Global Recharge/95% Power Recharge
Proc Chance: 16.4% per target
300% Global Recharge/95% Power Recharge
Proc Chance: 13.6% per target
Edit-- just to add, the lower bound should ideally remain at the current proc rate, as most players do not want to be penalized for haveing extra global recharge. In the example given here for Theft of Essence, just because Dark Regeneration CAN be cast every 7.5 seconds when at the recharge cap, it doesn't mean that a player will WANT to cycle it as such. Players want to keep a skill like this in reserve, and use it when most needed. Having the proc rate dictated by current recharge rather than base recharge really penalizes players. -
My top three favorite characters are:
#1 DP/Poison Corruptor
#2 TA/Sonic Defender
#3 DM/ELA Brute
None are mainstream power-gaming builds, and my two support characters employ power sets that are deemed under performing. I will admit that TA is far more effective than most players realize, with massive geometry and fast animations. Poison, however, is far worse than most realize-- perhaps the single least effective set I have ever played... -
I don't mean to be snarky, but a build without EotS is pretty simple: don't select EotS. What more is needed?
I personally LOVE the skill. -
I hope people buy them and further fund the development of this game. Any cash they raise off of these enhancers is gravy on the potatoes.
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That's funny, because my Tanks can usually hold the vast majority of agro on a spawn. Is it 100%-- no, of course not. But what other MMO allows a Tank to hold 100% of the agro? In fact, most MMOs have a far more robust dynamic where DPS classes constantly strip agro and force the "Tank" equivalent to reassert.
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Yes, they receive purple levels of bonuses when you catalyze them, and the damage proc becomes similar to the Purple damage procs with 107 rather than 74 points of damage (and a higher chance to fire).
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Tanks have no issues and need no help. They have a 0.96 single target damage modifier with Bruising, offer force multiplication to teams because of this debuff, have AoE -Range on their Taunt (-Range being the best feature of this skill), levy Gauntlet to generate the best AoE threat, and are leaps and bounds tougher than any other AT.
I am so tired of people complaining about Tanks when Blasters no longer are kings of damage or sets like Trick Arrow, Ice Control and Poison wallow in mediocrity. -
I think the problem with fire is that it has the best AoE damage, the best Single Target damage, and arguably also some of the best mitigation. Rain of Fire provides top notch damage mitigation as it forces foes to flee the patch while being slowed-- and this mitigation stacks with your secondary and is available every spawn with just SOs. It also is prone to Scourge-Scourge-Scourge-Scourge.
In a game where AoE rules supreme, Rain of Fire beats out a single target mag 3 Stun or Hold attached to a set. -
I usually go with one of the DoT interface options that best fits my character's theme, or with Diamagnetic which can have a 100% chance to apply a -5% ToHit debuff.
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Quote:Lunge never had the baked in redraw pause removed back when every weapon set was fixed. I asked Castle why Spines was left like this and he bluntly responded that I didn't want him looking into Spines.If Barb Swipe was given the Barrage treatment and maybe Lunge's animation sped up a bit (I always feel the animation goes 'I stab you!.. Uhm.. Uhm.. Now I'll do.. Something.. This!' with the short wait between animations).
Either way, Lunge should have the pause removed at the very least and a corresponding increase to its DPS. -
Rad-- Toggles debuffs in PvP are kind meh...
Thermal-- Heat Exhaustion still rocks, but it is on a 2 minute recharge.
Cold-- Benumb is great, but has a 2 minute recharge...
Weaken has the same -special debuff as Benumb, but is on a 16 second recharge. That is why this set rocks. If you miss with Heat Exhaustion or Benumb then Thermal and Cold pretty much lose the 1v1 until they recharge. Meanwhile Poison is able to recast another Weaken in less than 8 seconds. It's -resistance debuff is also a fast recharging click with a 30 second duration, while Rad is a toggle (useless), Cold is a location based pseudo pet or a VERY long recharge AoE (very situational), and Thermal is a long recharge AoE (2.5 minute recharge with less debuff than Poison's Envenom, which also has a 12 second recharge).
Poison trumps them all in 1v1 and Zone IMO, but yes, Thermal and Cold still are great choices as well. Just not the best nowadays. -
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Quote:Seers has perma-Fortitude for 5 minutes and is probably the best overall buff. The Carnival line grants perma-Forge, while the Phantoms grant significant periods of Adrenaline Boost. The Storm Elementals have a massive -ToHit debuff that can be a game changer while active.For that matter, which Radial Lore Pet buffs ARE notable? I mean, they've pretty much all got a heal, but it's hard for me to tell which of the various buffs on offer are particularly exciting or hard to get from other sources.
These are the best radials IMO. -
Quote:For straight DPS, the Warworks are far superior. However, for AoE damage and -Regen debuffs the Drones are the better of the two. This debate is a tricky proposition because even though War Works will significantly out DPS the Drones, the -Regeneration available on every attack from the Drones actually causes these two Lore pets to be a bit closer in single target performance than most posters realize.I have my Lore slot opened. For concept reasons, I'm looking at Warworks, Drones, or Polar Lights. Looking for advice on which may work best, which is the worst and why. On either side of the T4.
Thanx in advanced.
I still prefer the superior AoE in Drones and adequate single target DPS when you factor stacking -regeneration.
All that said, Vicky is one bad *** robot... You can't go wrong between these two.
Edit:: And that would be Core for each Lore route. If you want buffs/debuffs from going radial then none of these three are particularly notable.