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Quote:Having one path, as opposed to having 3 or more like last time, isn't exactly the same thing. Granted, you did say, 'nearly identical' but I'd say that it isn't even close to identical, but I admit that that could be a problem of terminology.Also, the whole Hybrid thing is nearly identical to what happened with the last batch of Incarnate slots. It's surprising and kind of stupid that they did the same thing again after it drew so much ire the first time, but it shouldn't exactly require citations that it will proceed similarly now that they've done it.
Edit: I can see from the rest of Hopeling's post that we mostly agree on this topic, so I hope you'll not take my quibble on this matter as general disagreement.
I'd be much happier with at least having 2 iTrials to choose from to earn aPsyXP. Or being able to use threads to buy aPsyXP, or some other alternative. It's the only one path that irks me most. -
Quote:For a perfectly fair test, it might be best to test def debuffing vs def debuffing, given the defenders higher level numbers.1. Rad was a controller trapper was a defender
2. Mecha wings
That being said, though, from my experience, you'll have exactly the same results. My IOed to the gills rad def doesn't see running, bus sees exactly what your video shows. They charge the source of the debuffs almost 100% of the time.
Thanks on the wings, too. They look pretty neat. Might have to pick those up with my next token. -
Quote:I wasn't actually speaking specifically about Nova. In fact, I'm specifically not speaking about Nova, as I just don't play energy blast as a set at all. Specifically, I was speaking about Rads t9, and sonics t9.If we're talking about Defender nukes specifically, and we're talking about the conventional crashing nukes with damage equal to Nova, Nova only *reliably* kills even con minions at level 50 with 397% damage strength, which is essentially the damage cap for Defenders.
Also, where are you getting this 30% number from? I24 nova-like nukes are going to *average* doing about 18% less damage. That's on average. 50% of the time (because Nova has bonus damage that doesn't always trigger) it will do 11% less. 37.5% of the time it will do 33% less. 12.5% of the time it will do 33% *more* damage.
Also, when you say, "*reliably* kills even con minions at level 50 with 397% damage strength, which is essentially the damage cap for Defenders," I assume you're specifically talking about undamaged, undebuffed, even con enemeies, which I tried to specifically state wasn't what I was talking about. I can assure you, I don't need to be at the def damage cap to reliably kill damaged, res debuffed even con enemies..
I tried to indicate that the 30% number was an approximation. Or, most honestly, as best a guess I could make based on several factors, my lazy quick and dirty math in my head, based on my recollection of the numbers I'd recalled seeing in a write up of the proposed changes. I'll admit my recall may be off, my rough math almost certainly is, and perhaps my source wasn't even trustworthy, since I saw a write-up of the chat, and didn't listen to it myself. If 18% less damage on average is more the case, than that does reassure me some. However, it'll be much more reassured based on how it ends up playing, and I'll reserve judgement on that till I play it. But I do have less concern about it now. Thanks.
As an aside, since as I said, Energy Blast isn't a personally concern of mine at all, except as an illustration of example for what to expect for sets I do actually play, is this inconsistent damage you report for Nova, is this how other sets t9s work, too? Currently? Or is this how it will work in future? I'm not totally following this, so if you'd not mind a bit of clarification, I'd appreciate it. -
To reply to the OP.....
My Rad/Rad def is out and playing about all the time.
My Rad/Devices blaster is semi-retired, but still sees some play.
I'd have more Rads, as I I like the set mostly, except
1) I try not to play the same sets over and over.
2) I don't dig the KB cone.
3) It's very Radioactive-y, and thus isn't as flexible as I like for other themes.
But, for all that, it's still a nice set, and I quite enjoy it on the 2 alts of mine that have at. I'd play my blaster more, but I just don't play blasters much. That will likely change next issue. I'll likely be playing him a lot all of a sudden. My Rad/Rad is almost a main in terms of playing time, and since she's already got the nuke, once it goes crashlesss, I'll prolly have to play her even more. -
No issues with viewing the video for me.
That said, I have a couple of questions, and a few comments.
Questions:
1) What are the ATs tested with? Both Defs I assume?
2) What is the back-piece you've got on?
Comments:
1) This is exactly mirrors my experience as well. In my case, defenders, for both primaries.
2) Love the wave ya gave to the fleeing freaks at on point!
3) It seems to me, that not only do AVs also flee, bosses flee more than Lts and minions, and AVs more than bosses, but that may be that the weaker enemies are often dead before having a chance to flee. That said, I can confirm I've see this behavior from Bosses and AVs, too. Both the lack of fleeing from Rad, and the booking away from Acid Mortar.
4) I look forward to your next video documentation. -
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Quote:You might be right. I had no problems with the crashing variety, between that it did wipe out minions reliable (of course, I slot it, and use Aim or BU, or an AOE buff/debuff first, and reds, etc), but a ~30% reduction in starting damage will hurt. Of course, I have a lot of practice on recovering from a nuke, too, which apparently not everyone bothered with much. And, I tended to use us when a fight started to slip away, not as an opening salvo, thus most things were already damaged, but....I'm beginning to wonder if nukes are so infrequently used almost no one actually remembers what they actually do anymore.
I'm not saying that things might not get better, but I'm just not yet sold on losing more of the damage punch. If you were at blaster scale damage already, maybe you can afford to lose some punch in exchange for the repeat usage value, but I'm not sure defenders can. I guess all I can do is wait till it hits beta and test it.
Too bad, as I had been planning a respec with a crashing nuke in mind, but now I'll prolly hold off till I can see how the new crashless variety plays before committing to my new build. If it's bad, I may omit it, if it's a lot better, I may want it earlier in the build so I can use it exemplared further down.
Quote:If your remaining Endurance were somehow used to "supercharge" the Nukes That Crash ... such that you'd get a damage buff on your Nuke depending on how much Current End you had when casting ... I doubt anyone would want to give up the End Crash versions. But since all the End Crash does is penalize you for having any Endurance above the minimum casting cost when casting, it does feel like changing the Tier 9 attacks from being Crash Nukes with high Damage Per Activation over to something which can be used more often in a wider array of circumstances which make them less of a "damage spike" and more of a "use early, use often" sort of power ... /em shrug -
Yup, gonna love this for my Sonic Res team oriented def. Res shields are nice. Res shields and healing are even better. My even drop Clarity for Stimulant after this change.
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I'm personally not loving the crahsless nukes changes just yet. After trying it I may (and reserve the right to) change my mind, but I like the extra damage.
Even lower starting damage means an even lower cap than what defs already had. And I sorta liked that I could nuke with the crashing variety and have most everything gone. Now, that's not gonna be the case. True, I'll not be defenseless for even a moment after, and that might make up for it, but I'm not yet convinced.
A lot of my nukes as a def already feel like they seriously lack punch, and I understand why this is so, but I don't want that punch further diluted.
We shall see, tho.. -
Let me add my voice to those that see the snipe changes as a nice improvement, but I don't think they're as big a deal as many are making them out to be.
I certainly won't rework any of my defs or corrs to be able to have a permafast snipe. I won't respec into a snipe on any of them that don't already have one (and I don't think any do).
My blasters that have snipes will keep them, and those that don't, won't bend over backwards to get them.
It's a nice boost, but not nice enough to make me want to rework my builds. I don't see it really making a dud into a winner.
Let's be honest, we're talking about a single target attack here, in the game where AOE is pretty much the end all and be all 90% of the time. I don't think I ever lack for single target damage, it's AOE that I feel some sets/combos lack. -
The Water Blast AOE KB power might be a good spot for it, too, since of course there are tons of WB alts running about now.
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I play support sets more than any other type, and defenders most of time I'm playing support types. I almost don't bother with Acid mortar any more as it produces this behavior a lot more often than any other set. The only debuff set I've not played extensively is Poison.
Yes, there probably is a threshold where any debuffs will produce this, but Acid Mortar does it to extremes that the other sets don't. At least on a defender. I can't comment as to how much it happens on other ATs.
It should be looked at to at least verify that it is in line with other, similar powers. -
I'd endorse Brave as a fun cartoon. At least among the choices out ATM.
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Quote:Hmmm...how do I put this....
What it ultimately comes down to is how well do you play the toon that you have?
I don't care if you're on an emp/elec, arguably one of the slowest solo-levelers in game. (but I haven't played every power combination, so there is always room for debate!)
Just be the best emp/elec you know how to be.
If, indeed, waterblast turns out to be "meh", so what? Play it with as much efficiency (for me, that's fun.) as you can. (your fun may be different. If it's using silly plays on words like "Haha, Buckshot, you're all wet behind the ears!", then do so as well as you can.
There is no such thing as a "best performing" blaster. If there were, you can bet the nerf bat will swing. Fire blast is indeed awesome. However, you have to enjoy that kind of fast paced action. For a slower pace, you might try something else. Again, room for argument, because "best performance" is not defined.
Highest DPS given a specific attack chain does not equal "best performance". Endurance issue must be considered. Damage mitigation must be considered. Playstyle must be accounted for.
So, to answer your question, No, it is not obsolete.
Pretty much what I was trying to say, but much more eloquently worded. -
Quote:A power set is as good as the person that uses it, regardless of stupid numbers, it won't be obsolete with me till I get bored with it.Quote:Observation: Anyone says any set looks too weak.
Conclusion: I should roll one and find out for myself.
If forum judgment was always right, all Kinetic Melee/Willpower characters would kill themselves shortly after players created them out of sheer despair.
Totally agree. If a set was all identical, with the only difference being the damage numbers and all other factors being identical, I could agree with questioning the wisdom of making a new set that does less damage.
But all sets are a bit more complex than that. Water Blast seems significantly more complex than that.
Make one, and see how it suits ya.
But, if you're smart and creative, you can leverage what it can do well to get a lot more out of it that just the DPS numbers. But, if you aren't creative, and are on the slow side, I guess looking at the numbers is the only option. Of course, you probably had someone else do the math in that case. Hope you can trust their math skillz..
Snarky aside, it seems that many people that extol one set, or bemoan another, aren't playing the same game as I play, but some bizarro-simplified version of it.
So, Water Blast brings a lot to the table. Not everything. So it's not much different than all the other blast sets I guess. -
I think you could tweak it a bit to get more Def numbers out of your slotting, but maybe not much.
I'd be a bit concerned with how low Energy Def is. Not really, REALLY concerned, but a bit.
All in all, looks quite viable, and not like a total carbon copy of someone else's spine/regen. Both good things in my book. -
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I really can't find a thematic pairing that I feel is really compelling. Maybe after I've seen more of it a concept will occur to me. I'm trying, but I don't recall ever thinking to myself, "Wow, this Support Set would be awesome to pair with a Water Blast/Attack!"
That said, it sounds like a well designed set, balance wise, and sounds like it has some interesting mechanics built in, so it'll probably be popular and net some decent income for the game. -
Quote:That's certainly my feel on 2 Gun. Change the animations, and I'd love the set. The curving bullets do annoy me, but it was lame in 'Wanted' too. I just skip that power, though, and problem solved. It's the over the top animations on every power that prevent me from wanting to play the set more often, though, and is the real problem from my perspective.Typically, the most requested adjustments to DP that I usually see around the boards are:
Adjusted/Alternate animations. Usually the latter as many people don't particually care for the Equilibrium gun-fu motif. Those that chime in on adjusted animation times most often pick out Executioner's Shot and Piercing Shot...with a lesser degree on Hail of Bullets and Empty Clips (and sometimes Bullet Rain...though what i thought was slightly odd was the big hullabaloo of the curving bullets on that one. In "Wanted"...it was cool...awesome even. But in CoH...somehow it "didn't work". I'm STILL trying to figure that one out!) -
Quote:Water blast is about balanced with current sets now, but thats going to leave it way in the dust when the snipe changes come in.
Is it worth bothering with the set if its going to fall to near the bottom in just a month or two?
I don't think the snipe changes are as significant as people seem to think. Are they good? Yes. Will snipes finally be worth taking? Yes. Would I rework an effective build I'm happy with just to shoehorn in a snipe? No. Will it be totally game changing? Doubtful. Will it make Water Blast obsolete already? I seriously doubt it. -
I sorta expected that they would get that fix out at the same time. Glad to see it happened.
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Rad Emission often looks like you're neglecting it when things are going well.
Once the toggles are up on a hard target, you're pretty much free to blast away. Just renew AM and LR every couple of minutes, and then for long stretches all you're doing is blasting. -
Quote:So I've been having a lot of fun lately with my long-retired Spines/Regen Scrapper. He's not slotted too well since he's been collecting dust for so long, but he does okay most of the time as long as I'm not spacing out at the keyboard. I'm tempted to give him a serious (i.e. expensive) overhaul since I know he can be better and I'm having so much fun with him, but I'm a little concerned about Regen's potential in the current endgame.
I was able to pull together a build in Mids with perma-Hasten, ~35% S/L defense, plus a few other perks, but I still feel apprehensive about it. I'm used to my decked-out BS/WP Scrapper who can stand up to just about anything without much effort and my MA/SR Stalker who is also IO'ed to the gills and avoids almost all damage. I don't like the idea of dropping a billion Influence on my Spines/Regen if he's simply not capable of reaching a similar potential. I'd sooner save my Influence for my future Nature/Water Defender...
So this all boils down to one question: how does Regen hold up in practice these days?
On a very high end, expensive build, they are beastly. It costs a lot to layer on the extra mitigation, but once you have, they are insane. If you spend less, you can still get a very effective alt.
If you like Regen, it's worth a go.
Mind you, I'm speaking of Regen in a vacuum. I don't know first hand how well Spines lends itself to really pushing Regen to the limit.
I'd suggest building for lots of def and recharge. Not sure if melee def or s/l/e/n would be the best way to go for a Spines type. I'd strongly consider the Dark or Soul APP/PPP, whichever one it is that has Shadow Meld. For your Destiny slot, give some though to the one that gives DDR. Alpha slot Agility or Spiritual stand out to me. -
Quote:Happy to help!OOohh... Water/Cold would give me an excuse to use that nifty new set coming out Tomorrow...
yep, I see that happening. Thanks Madadh!
Hope it turns out to be as much fun as it looks like it should be. I'd sure it will be nasty if you and your wife's Corrs ever team up...