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Traps for Corruptors, in PvP, could be helped by:
<ul type="square">[*][u]Triage Beacon:[u] Power Changed to [u]Force Field Generator: Medical Kit Upgrade[u]. The power is turned into an "upgrade" to Force Field Generator. Similar to how MM's upgrade pets, the +regen is "attached" to the attributes of FFG. Moved from lvl 4 to lvl 28. Regeration increased to +2.0 to match Soothing Aura (in pvp).
[u]Description:[u] Being a wizard of technical schemes and a carrier of mechanical genius, you've created quite the upgrade for your already powerful Force Field Generator! By attaching this upgrade, you'll enable your creation to not only help deflect in-coming attacks, but also regenerate your very living tissue should you take damage!!!
[u]Type:[u] Click
[u]Range:[u] 30 Ft.
[u]Cast Time:[u] 2.03 sec
[u]Recharge Time:[u] 30 sec
[u]Endurance Cost:[u] 13[*] [u]Seeker Drones:[u] Moved from lvl 28 to lvl 4. Increased Chance to Stun from 25% to 50%. Increased -Dmg Component from 20% to 30% (per drone). Cast Time Reduced from 2.03 seconds to 1.5 seconds.[*] [u]Acid Mortar:[u] Reduced Cast Time from 2.17 seconds to 1.5 seconds. Increased Attack Range from 100 ft. to 150 ft.[*] [u]Time Bomb:[u] Power Changed to [u]Sticky Bomb[u].
[u]Description:[u] You toss a highly exlposive bomb at a foe, due to its extremely sticky adheasive it attaches to your victim for an unfortunate surprise shortly after.
[u]Accuracy:[u] 1
[u]Range:[u] 40 ft
[u]Cast Time:[u] 1.37 sec (same animation as Webgrenade), [u]Recharge Time:[u] 120 sec
[u]Endurance Cost:[u] 18.5
[u]Detonation Delay:[u] 5 seconds
[u]Damage:[u] 120 Fire, 60 Lethal, 60 Lethal (50% chance), +9.5 KB (50% chance)[/list]
I think that if the dev's made the changes I've suggested above, a Traps Corruptor would not only become alot more viable in pvp, but alot more team friendly in pve as well. It'd be a "win/win" situation if you ask me. This would definately be a "start" in the right direction at least.
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Very nicely put together :P Would be awesome for these changes.
Did you keep the actual damage from time bomb for the "Sticky bomb"? I would actually increase the recharge a little bit and up the damage some more. You should send that to Castle in a message.
This would definitely be a start in the right direction. Even if it wasn't top notch in pvp, I think the set would be enjoyable to play. The medical kit upgrade to FFG makes a lot of sense too. I dont see anyone complaining about these changes for PVE either.
Kind of need something to help us with the mines and poison trap. They are pretty much a waste so far :/ -
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Ideas I'm a big fan of: +regen in grounded (yes, while on the ground) and +def and def debuff resistance in lightning reflexes.
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Yea, I like the idea of +regen in Grounded, and having it only working while you're "on the ground" and all. I think if it had the same (if not more) regen stats of "at least" Fast Healing, it'd be great.
I like the idea of some +res to defense debuffs, but I'm not too keen on the defense in LR, unless it was a pretty substantial value (12-16% base all), I don't think it'd help much. Instead, I'd rather see a "Dull Pain" like clone power replace Conserve Power altogether.
And, if not any of that...maybe the dev's could at least greatly "amp up" the endurance draining levels of ELA, so that end drain can truely be an "effective" means of damage mitigation. But that would require moving Power Sink to lvl 28 (like EA's Energy Drain), as well as upping Lightning Fields -end, and adding ALOT more -recovery to those powers in general. Even then, I'm not sure if that'd be a good solution...so I'm more for the buffs mentioned above
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The Devs give us end drain as a form of mitigation, and it only works on even level enemies.. It also goes against the reason they said brutes aren't getting ice armor. It will slow down the rate of attack, thus decreasing fury. Thats exactly what end drain does. Good Job devs.
Actual set buff plz. -
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Even more of a reason traps needs a pvp buff. Since its defense is gimped, why not make triage beacon a pulsating heal instead of regen.. Although this is still gimped, would add some survivability to it possibly. I would play the set if I could use time bomb as a snipe, as described. Stick it on a squishy and then snipe them to finish em off. Would at least keep me entertained since It does nothing else well.
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If triage beacon "healed" rather than regen in pvp it would likely be subject to heal decay and gimp itself into the ground.
See corruptor Soothing aura for reference.
Ya timebomb would be pretty sweet if it was actually a sticky bomb with a remote detonator, but having it work as a seriously gimped version of trip mine is obviously WAI
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I actually didn't know why it was switched to regen for PvP. Thank you for the explanation. I'm sure theres something they can do with triage beacon though.
I guess I also dont understand how you stated that /traps advantage is their defense, as ali informed me.
Sticky "nuke" would be sick tho :P -
lol unless i'm reading your post wrong, your saying either "Take it or leave it" to 20% defense? Traps is so gimped in pvp, it definitely needs attention.
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Definitely could go with these. Not sure of the radius on time bomb, but if it was really big, I could see using an ally to detonate it.
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Electric Aura on stalkers is NOT the I Win button.
Electric Aura has two major weaknesses: No self heal and a toxic resistance hole.
If you play in the Rikti War Zone almost religiously then you'll flat out love the brute.
Now for all around I would probably tell you to try out Shield Defense/Dark Melee. Plenty of fun, good survivability and a very nice attack chain.
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lol you obviously haven't seen my posts on /ela. So i'll let you know that I was completely joking, since picking /ela is the worst choice for what he wanted :P -
Even more of a reason traps needs a pvp buff. Since its defense is gimped, why not make triage beacon a pulsating heal instead of regen.. Although this is still gimped, would add some survivability to it possibly. I would play the set if I could use time bomb as a snipe, as described. Stick it on a squishy and then snipe them to finish em off. Would at least keep me entertained since It does nothing else well.
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go with anything/ela. /ela Is pretty much the I win choice for brutes, and especially stalkers.
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Yea, my brute was on a team with several other melees, and still didn't have a problem grabbing enough aggro to finish him off pretty quick, unless tier 9 is up.
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good luck, pvp is dead on this game, i13 made sure of that.
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Hmm, I never have trouble finding multiple peeps to fight.. and my normal game hours are from 8p-4a.(While at work)
I think with everyone transferring to freedom, the zone stays semi active. At least from what i've seen. -
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Since issue 7:
EA, buffed
Invuln, buffed
Fire, buffed
WP. introduced
Shield, introduced
SR, ported
Invention Origin, soft capping for defense is a joke
I think a bit has changed regarding armor sets since then. ELA has been stagnant and, being resist based, gets borked through IO bonuses relative to defense sets.
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Agreed. I think /ela was FotM mostly because it was new, and looking at the set, you see high resists, and lots of endurance. (Pretty much what I did.) -
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My idea:
revamp CP to include an enhanceable heal/+HP component (lesser version of Dull Pain) while halving the endurance discount portion.
Supplement by Umbral:
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That would actually seem rather interesting. It wouldn't really break Cottage Rule, but it would definitely merit some degree of name change for the power (not that powers of the same name have to be the same). It might actually be better to contemplate making it a +recov/+hp/+heal power. Think mixing Dull Pain and Quick Recovery.
Basic numbers to think of would be 10% enhanceable +hp, 10% unenhanceable, 30% enhanceable heal, and 15% +recovery all on a 4 minute cooldown with a 60 second duration. The +hp is half of Dull Pain's, the heal is 75%, the +recov is half of Quick Recovery's, and the basic uptime ratio is 25% rather than 33%. The heal is, itself, better over time than Dull Pains would be, meshing well with the +res of the set, but the +recharge requirements to get it permanent would be a good deal higher to make up for the diverse attributes.
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Why would we want this? So when the power is NOT up, we can do just as poorly as we do now? No thanks. -
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Mass Hypnosis Hello??
L2P your Mind Controller/Dominator.
What does the Fire Controller use to AoE mez WITHOUT DRAWING AGGRO???
Oh, that's right, HE CAN'T, ONLY MIND CAN DO THAT.
What IOs are you gonna slot to make Flashfire not alert the mobs?
What IOs are you gonna slot to mez Hold resistant mobs?
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Uh, who cares? Serious question: if it's stunned who cares if it's aggroed?
Especially because an endgame fire controller with much of a brain (regardless of secondary) will follow that flashfire up with a sizable helping of hot death and burning monkey violation. Which the mind controller has few ways of replicating.
In fact... the mind controller has no reliable AOE containment method. If you use mass hypnosis for containment, throwing your fireball or psinado... wakes everything up and aggros themIf you use total dom for AOE containment, it's only up once in a blue moon. And mind has nothing else that will set up AOE containment.
It definitely belongs in the underperforming category. Unless your measure of performance is "not killing things effectively" - in which case Mind's great, sleep your enemies for hours, they'll be well-rested when the fire controller comes by and kicks their butts.
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Terrify is supposed to be considered the equivalent to Flashfire + cages.. Buts its not. Each set is supposed to have a lock down power for every grp. Ice slick, Flashfire, Earth disorient(cant remember name), and even lolwormhole. Although wormhole isn't nearly as good as the others, I would say terrify isn't either. And mass hypnosis doesn't even compare.. As a control set, mind cant compete with fire.
Not exactly sure mind is underperforming in all areas, but I dont think it beats fire for control/dmg. -
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Hey guys, I have a neat idea for buffing Propel in Gravity. We all know it's a long-activation attack with so-so damage.
Well, I've always thought that it's neat to pick up random things and throw them at the critters. What bothers me the most is that all the Objects deal the same damage. Are you telling a Chair does the same damage as a Car?!
I think it will be an even more fun power if some objects in Propel can deal more damage so it becomes a "gamble" power. What do you guys think? Is this possible? I would set it as: Weak, Heavy and Extreme damage. All the objects are classified under these 3 types in terms of Size. Of course most of the time you would only see Weak and Heavy damage but rarely you would see a big Truck that does Extreme damage.
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Not possible (unfortunately). The object that gets thrown is purely a graphical decision made by your game client. The server doesn't even know what got thrown and everybody on your team will see a different object.
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That sucks, because thats an awesome idea. I would even increase then range from minor, medium, high, superior, and the very rare Extreme, like inferno damage. -
I've been playing my /traps corruptor in RV lately.
Besides hiding in side part of the train and tping the Fiteclubbers for some lulz, I haven't had much luck.
Tp foe on top of your traps doesn't really work. People run off so fast that even if you try to webnade afterwards, its a waste.
Out of all my tries to tp people, I may have gotten one out of 10.
Time bomb is a complete joke in PvP and pve...
I'm sure i'm repeating what others have said.. but was wondering if anyone had an Idea how to rework some of traps to make it viable in pvp, and even better for pve?
Only thing I can think of is a change to time bomb. A power where you do a "snipe" type animation, and lock a bomb on them, and detonates within liek 10 seconds, or even you can toggle it off to explode when you want.
I know they wouldn't completely change the time bomb power, but if they made the tier 9 a [wormhole] type power, where you could actually put them on top of traps w/o the short intangible period.
Change it to Teleporter, or something.. Some kind of gadget to fit in the set. -
No experience with the patron breath powers, but fire breath is pretty bad honestly. I hope the others are better, but looks like a cool concept :P
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I think its safe to say castle hates PvP, and /ela. He must enjoy seeing /ela brutes get destroyed in pvp, since it a mix of two things he despises. :P
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I understand where your coming from with the "Why play @ 50?". We can either go PvP, do farm missions, or do TF/SF's. TF/SF's are pretty much just more critters, on more maps, which we've been doing for 50 levels. This game doesn't have any real endgame content. Hami Raid? Pretty boring imho, and a rikti raid. How many times are you gonna want to run the 2 raids this game has lol. Pretty much the point of the OP was that this game is severly lacking in end game content, and the point of this game is the "journey", not the ending. Which sucks.
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Conserve Power is pretty useless on a Brute or a Stalker if you IO them out with +recov bonuses, Endurance reducers and Accolades for max end, though it could help in a tight spot. Without IOs, it does help, but it takes forever to recharge.
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You're giving Conserve Power a really bad rap like most people do, especially considering that the power set has Quickness to increase the uptime. Even in IO builds, it's not uncommon for Conserve Power, with just 2 slots, to be capable of reversing a .6 end/sec deficiency. Conserve Power, considering how much endurance attack strings use, is actually a very powerful, especially when you've got internal +rech to get it back even more often.
What I think most people neglect to see about Electrical Armor is that it's actually better for endurance than Willpower, Regeneration, or any other set out there. It's weaker defensively because it's got more outright utility than any other set brings to the fore. The 2 main resist toggles are actually more effective than similar toggles in other sets (35% to 3 common damage types before AT mods rather than 30%). What makes it "weaker" in most people's eyes is that, beyond the basics (mez protection, 2 survivability toggles), it focuses on attributes that are ignored through normal means of determining balance. It's like saying that Fire Armor and Shield defense are weaker but only because you choose to ignore their offensive additions. Electrical Armor is actually well balanced, if you actually consider the additional endurance capabilities and passive benefits.
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Woah, I just had to make a comment when I saw someone defending Conserve Power. I really like conserve power on my thermal troller. I liked Conserve power on my /ela brute, until i hit lvl 35. When I got power sink, waterfalls of endurance poured upon me. Seriously though, That power has extremely little use.
And I definatly understand your point about lacking some survivability because of the utility you get with all the other little goodies, but its kind of a problem when a brute, isn't really a brute. I'm not sure if you have actually played /ela, but it can get pretty rough. I honestly believe my fire scrapper lasted as long as my brute would. You cant even really IO out an /ela brute for survivability, hence no defense debuff res. If i'm lead brute, I dont need to even use conserve power or power sink, because if someone can rez, i'll be up to full endurance anyway.
Of course I'm exaggerating some of it, but you get the point. I honestly dont think that the bonuses some of the powers get make up the it lack of survivability. I honestly dont.
As for the idea of conserve power.. I posted this in my other thread of /ela, to make it a permanent always on power, granting some +HP's, and +end. Making the HP's enhanceable, and putting the +end at an unenhanceable 10%. Making power sink even that much more effective, and helping our brutes not fall soo fast.
Sorry about the rant.. I just KNOW how /ela actually plays and dont want someone to give the devs the wrong idea -
Not Exactly sure who "jin" is. lol
Every /ela brute runs tough, and although most say 52%, I get 58% s/l res. Now I would love to know how you are "almost" getting another 30% resistance. Unless you didn't realize the cap is 90%resistance.
Anyway, please dont defend /ela brutes. They need help, and I dont want to give the devs more reason to overlook it because of false claims -
Sadly, We cant pick and choose who can and cant go "too fast". For Vets who have played through content and just want new characters, do they still need to slow down? Of course n00bs are gonna form from the lack of "training" from just running AE, but I honestly would hate to see it go, because I DON'T want to have to run contact missions and such to level up.
Back to the actual topic. I understand both how effective debuffers, and healzorz can be. I really dont mind running without a healer, but I'm not hardcore enough to skip a healer lol, as others seem to be.
But, I have ran many 54 boss farms. And sometimes just debuffs dont cut it. My brute is soft capped for melee/ranged.. and he still gets hit pretty hard, and its nice to see some large green numbers over my head. In general, I DO prefer debuffers, since they are an excellent addition to the team, but I also cant hate on healers, because I know they have a nice roll also. -
The question is simple. In your opinon, What do you think are the 5 most underperforming powersets? It can range from all AT's. Please take into consideration how it actually performs compared to other powers in the set. Please don't put in things like "Regen, because fully IO'd the other sets are better". Things that have serious holes and just dont perform up to par.
I'm interested in seeing the responses. -
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Why don't they work? K correction, why doesn't mine work...with just SO's slotted.
I'd post a build but Mids got corrupted once on my comp and has never been able to be reinstalled.
I've got the essentials for a typical PvP build, SS/SJ/Leadership/Phase
I'm lvl 39 so I've got my 9 plus all the other essential ela powers minus whichever one grants the +Rech.
I'm really feeling six kinds of squishy. Rescuing a scientist from 4 arachnoids is a chore, and that's in my 9.
I've got whatever the t1 attack is, looks like Jab. Focus, Eviscerate, AS, and BU from Clawls. My attack chain is constant, there is no real down time.
So now there's the background on the toon I've built. My dilemma is getting wrecked by Psi/ Blasters in about....4-5 shots that arrive in 1-2 seconds since they have a delay. I'm running at about 42% or so more res to Psi with DR, is the set really this squishy on stalkers. I've run an elec brute and it seems way more sturdier, granted yes he's a brute so he should be able to bear the brunt of the damage without getting wrecked. But my stalker is just dying inordinately fast. Any ideas?
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Yes, the set REALLY is that bad.
It's hands down the WORST secondary set a Stalker could roll for PvE -OR- PvP. No question. ELA, in it's current form, is total garbage, even on a Brute. Stalkers get hit with a double whammy thanks to their extremely low HP, so all that meager +res doesn't have much "meat" behind it, which means your green bar drops REALLY fast.
Go take a trip to the Brute boards, they're discussing the problems with ELA all the time, and suggesting fixes. The dev's won't hear it for about another 2 years though, so Don't hold your breath
To the poster who "just" built his ELA...re-roll immediately, I've never played a more crappy secondary.
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Pretty much this. DarkMaster hit the points pretty well.
I GUESS you could get him to 50, and park him until the devs decide that /ela is underperforming, and just MAYBE, it will get some kind of uber buff and it will be awesome... For one and a half issues, then it will be back to garbage.
And I want to know your secret for your /ela brute. You said he felt "sturdier". Does that mean only in comparison to an "lol" stalker? Or just decent in general. Because they aren't.
The resists aren't really LOW, I would say they are mediocre. But resists backed up with no heals, regen, or HP's.. theres gonna be a prob.(Oh look, I guess thats why /ela brutes underperform too :/)
Anywayz, Idk why you wouldn't take the +recharge power in /ela. That is almost like purposefully gimping yourself.
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I sent Castle two messages yesterday, Didn't know the first one sent, so i redid it lol. But, it basically asked If /ela was even getting looked at in the future, and ya I put down some of the "Fix discussions". Mentioned change to conserve power, scaling defense, and Scaling regen. It wasn't super in depth. It showed he read both, but I didn't even get an answer to if /ela was even in the run for getting looked at.
If someone would link him the thread to the post, that would be sweet lol. -
lol scaling resistance. Would be nice :P But if scaling regen gave you, lets say 30hp/sec at 30% health, you could stack your other regen bonuses with it, and get a nice boost in regen before your just 1 or 2 hits from being dead. And with lower health, the higher the numbers, I think it would really benefit the set.
BUT while were at it, I think we should get Scaling Heals. The lower our life gets, we start getting a "pulsing" effect of heals. Anytime our life is under 50%, we get a small heal every 5 seconds. It would start off small, and by the time our life hit 5-10%, it would heal for a reconstruction amount :P
We can dream cant we?