-
Posts
1060 -
Joined
-
Chrono shift MIGHT check multiple times-- it should be tested. The HoT on the tier 9 heal spans 30 seconds, at which point it would likely check once upon casting and once again at 10, 20, and 30 seconds, ie intervals of 10 seconds just like Rain powers and toggles.
-
It works in AoE heals just fine. My Demon/Pain can often see 3+ additional ticks of heal with all of her pets clumped around her. I also believe that it is granting those pets endurance as well.
-
DP/Poison is what you want. I don't even have a proper PvP build and it can dominate.
-
-
I believe the Critical Hit bonus is a global boost to all of your skills, so that aspect doesn't matter. The only aspect that actually procs is the boost to recharge, and for that I would put it in a skill with a longer recharge rather than your fastest attack. It will have a higher proc rate, and when it does proc it will be guaranteed to affect a more powerful skill that has a longer recharge-- because that's the skill that was just used.
-
My eyes were drawn to the illuminated star and heroic looking bands surrounding his cape and shoulders. I think it's a cool pose personally.
-
I still don't like the change to Poison Gas Arrow. The sleep is largely useless and the -damage debuff has become unreliable. The old version was a guaranteed -damage effect with a 20 second duration that was tagged onto any foe that was in the area of effect. The new one is a location bound patch that pulses a debuff that can miss, allows high value enemies to exit the patch (particularly mobile AVs and GMs), and seems to generate more agro than the old version did. In particular, I hate the fact that the -damage will consistently have lapses on foes because accuracy is bound by a 95% success rate.
It is quite improved for sleeping minions though, woohoo. -
Quote:How many Stalkers didn't take Assassin Strike before the change? I'm pretty sure that the number of players that may have done such is minuscule. Most players that would opt out of Assassin Strike probably just rolled a Scrapper instead.The change to Assassin Strike is enough to warrant people respec'ing into it. It's a pretty major shift for the power.
It just doesn't make sense to grant everyone a respec because of a handful of Assassin-Strike-ignoring-Stalkers. -
There really isn't much incentive to give away freespecs with the Paragon market. Plus, while the improved many of the skills in Gravity and Assassin Strike, there wasn't any drastic changes made that would require revamped socketing.
-
What an awesome trailer--watching it was a great way to prepare for tomorrow's release!!
-
The formula uses recharge and number of targets. The problem is, like I stated before, that the AoE Immobilize recharges too fast and has a 16 target cap. Put the proc in a longer recharging AoE mez and it will have a dramatically higher proc rate.
-
Quote:1. Reducing Executioner's activation time will help the set a lot. 2.57 act time is way too freaking long.
2. They don't need to increase DP's raw damage. They can just make Swamp Ammo do 80-90% exotic damage. What is the current ratio? 50-50?
3. I just found out something very disturbing. Looking at Mids, DP's Piercing Round is a lot worse than Beam's Piercing Beam?
Piercing Round has 20s recharge
2.50 act time
128.3 damage at lvl 50
16.85 endurance
Same 5' arc
Piercing Beam has 18s recharge - better
2.33 act time - better
153.1 damage at lvl 50 (excuse me??!) - way better
15.18 endurance - better
Same 5' arc
Why such big difference? Is Mids wrong or? Why should Piercing Rounds cost MORE endurance on an attack that does way less damage?
Add 30 points of damage with Incindiary Ammo, but then remove the -resistance debuff from Piercing Rounds (which sucks). This is indeed one of the problems with Dual Pistols-- Incendiary rounds are all but required to compete with other sets. -
I agree, and I gaurantee they won't have the resources nor the desire to fully revamp the animations. I am hoping that they leave the animations basically the same but speed up how fast the attacks return to the "combat ready" stance, or simply speed up certain parts of the animation that lag a little. You could probably lower the animation of Piercing Rounds to about 2.2 seconds without really taking any of the aesthetics away from the animation itself.
-
The ATO works great in longer recharging AoE attacks. The problem is that Roots and the AoE immobilizes recharge a bit too fast to really ramp up the proc rate. If you put that thing is something with massive targeting geometry and a 45+ second recharge, you can reliably triple stack it on spawns as an opening build up (Terrorize or Mass Hypnosis a Mind dom).
-
Quote:I always found executioner's shot to be one of the speedier animations, actually. HoB and Bullet Rain could use a speedier animation.
Executioner's Shot is a 2.57 second animation, with damage coming 2.1 seconds after clicking. Only Shout from Sonic Attack has a slightly longer animation, at 2.67 seconds, but the damage is delivered nearly half a second earlier than Executioner's Shot and the set doesn't have to deal with redraw. Executioner's shot is the second slowest ranged attack in total animation time, and tied for the slowest in damage delivery with Bitter Freeze Ray. This of course ignores Snipes.
I don't think that Hail of Bullets will get changed, however Bullet Rain and Piercing Rounds are good candidates. -
Dual Pistols could definitely use a reduction in the animation time of Executioner's Shot...
I will say this as well-- Incendiary Rounds are too good compared to the other ammo types. I would add some DoT to Toxic and Cryo Rounds, at about half of the value granted to Incendiary. -
Your DPS was not higher, you merely had access to -Regeneration which Scrappers do not and just a single skill from an isolated secondary grants for Blasters. The Scrapper has higher DPS, you have lower DPS + a debuff mechanic the reduces the foe's regeneration.
-
Fixing snipes should be really easy. Just make these attacks the equivalent of the high damage attacks that EVERY melee set receives.
1- Remove the interrupt.
2- Set animation to 2 seconds.
3- Set recharge to 15 seconds.
4- Set damage scale to 2.76, or roughly the same as it currently is. (This is conveniently what a 15 second recharge grants.)
5- Leave the range as is.
But what about the sets that don't receive a Snipe? That's simple. Clobberize their utility mez skills so they have a skill that does similar damage to the snipes with a reliable mez effect. -
I feel that Time is far and away best used on a Mastermind-- in particular a Bots/Time/Mace Mastermind,
Time is an extremely powerful set that is only optimized when all of its clicks are utilized-- ST buffs, defuffs, holds, AoE heals, etc. Try using Time Manipulation to its fullest on any other AT and you are SERIOUSLY sacrificing the ability to use your Primary or Secondary skills. Masterminds don't suffer this, and can instead deliver 100% of their DPS and control while using Time to its click-heavy animation-consuming fullest.
You want Bots because they offer the best AoE damage, the best Single target damage given Assault Bot's massive -regeneration, and the second best defense to stack with Farsight. You want Mace so that you can Powerboos Farsight and pretty much break the game wide open.
Bots/Time/Mace is probably the single most powerful combination in the game. -
Yeah, Electric Armor does OK for itself... around level 36. Where Electric Armor really starts to shine is Incarnate content, when energy typed damage is extremely prevalent.
-
Poison Trap already does this. It has an eight second mag 3 hold up front that is only limited by accuracy. The chance to hold is tied to a lingering cloud, and can continuously reapply an additional 4 second hold, applies -Recovery and a chance for -endurance, and has a chance to induce the dreaded puking animation (mag 1000 hold for 2 seconds) on even an AV-- as rare as that is.
-
I use ATOs if it is a targeted AoE. If it is a ranged cone, I prefer to use 2 parts Javelin Volley (Acc/End/Rech, Acc/Dam/End/Rech) and 2 Synthetic Centrioles at level 52+. Regarding cones, targeting geometry on this type of attack is far more important than set bonuses, and having +46% range, 95% damage, Acc, End, and Recharge at a greater value than one 50 IO each for just 4 slots is about as good as it gets.
-
First, I would be happy that Time is so good in PvE. Play Poison, Trick Arrow, or Sonics in PvE and then give Time a whirl. One of these things is not like the other, and brokenly powerful in comparison.
Heal decay does weird things in PvP, which is why those skills were changed to regeneration rather than a heal-over-time component. The same was done to Pain Domination's healing aura that ticks for heals in PvE but provides regeneration in PvP. -
Quote:And Training Origin. And Hamidon Origin. And Invention Origin. The use of "Origin" with regards to enhancements is about as proper of a technical game term as possible.The whole 'Origin' term as relates to enhancements is a holdover from Single and Dual Origin enhancements being tied to your Origin as chosen at character creation.
At least the original tangent was alerting someone with the proper name for these enhancers, as it differentiates them from Invention Origins and all of the mechanics associated with them (recipes, salvage, VIP or permit gated, etc). ATOs are not IOs and really have no association with them, so correcting the improper use of that term might help other people in the long run.