Muon_Neutrino

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  1. Probably because range is not an especially desirable attribute for the vast majority of powers that take ranged damage sets, *especially* now that the short range blasts are getting normalized to 80 feet. I know that personally I'd regard any range enhancement in such a set to be totally dead weight, and it would make me think pretty hard about whether I wanted to use the set at all. Even for AoEs where there's actually some point in enhancing the range (cones), if there were any other sets with notable set bonuses I wouldn't touch posi's blast with a 10 foot pole - its enhancement values are bad enough even before you waste a component on range. I think I've intentionally slotted a single target ranged attack for range only once - laser beam eyes on my tank's hami raid build. And when you do want to, dam/range HOs are an extremely cheap and effective way to do that.
  2. Quote:
    Originally Posted by PleaseRecycle View Post
    I just hope they hurry up and get rid of confront ASAP. It's impossible to conceive of any scrapper wanting a way to manage aggro and eight-power primaries would be an improvement in comparison to the blight upon mankind that is confront.
    I hope you're joking. If I'm a softcapped unstoppable dervish of destruction, why *wouldn't* I want that boss futilely whiffing at me instead of punching the blaster in the face? Sure, on big teams it's not common that I'd have to fulfill that role, but it's hardly impossible.

    Confront may not be everyone's cup of tea, but it's rather extreme to jump from that all the way to 'no scrapper would ever have any reason to control aggro'.
  3. My tanks all have taunt, and usually relatively early in their builds. It's never highly slotted, but it doesn't need to be. While I don't think it's impossible to do your job as a tanker without it or anything, it just makes that job so much easier that I could never imagine skipping it. And even solo it's dead useful to pull in ranged attackers or runners.

    I don't much care for brutes in general, but my one brute also has taunt. I don't see it as my overriding job to hold aggro, but she *really* appreciates it when the mobs all clump up on her in a nice big pile to be cloven in twain by her absurdly large sword, so she has it. And heck, if that happens to pull aggro off of a squishy, even better. And it's *still* awesome for runners/ranged foes.

    If scrappers had taunt instead of confront, most of mine would probably have it. Even on a non-tank, while I don't consider it my primary job, I still appreciate the ability to manipulate mob behavior that way, and the ability to pinch hit on that job if the team has no other aggro control is nice. And even though everyone always says 'if you want to taunt something, stab it in the face', and I certainly have no objections to stabbing things, taunting it is still faster and doesn't require me to move away from the guy I'm *currently* stabbing in the face. As it stands, though, while I still take confront if I have room for it, it's not on every single one of my scrappers the way it is on my tanks/brute. I've been tempted at times to take provoke, but the fact that it actually requires slotting has always put me off. I might go for it now that the presence pool is actually becoming good, though.

    ... does anyone else find it *really* odd to be putting the words 'presence pool' and 'good' in the same sentence?
  4. My own personal opinion:

    Blast sets and blaster secondaries:
    With the various changes coming I'll reserve judgement on any blast sets or blaster secondaries.

    Melee sets:
    Energy melee for starters, for obvious reasons. Stalker martial arts post AS changes as it's ST over-focus has just gotten ridiculous. Axe could use some tweaks to differentiate it further from mace, since at the moment it's basically just a lethal damage version of mace with slightly worse numbers. Super strength badly needs an overall rebalancing so that it's not made up of a couple good-to-ridiculous powers and a bunch of trash. And I'm sorry to say it, but titan weapons could probably use a slight toning down.

    Armor sets:
    Stone armor - the design of the set is just obsolete and doesn't mesh with the game as it's actually played. It's not weak, but it could use a rebalancing to level out the performance a bit. SR feels rather overshadowed by shield, and really doesn't seem to have much going for it these days, especially for a set that has no throwaway powers.

    Buff/debuff sets:
    As usual, trick arrow comes to mind. For a debuff-only set it really doesn't deliver very impressive debuffing, especially with how many powers you have to use each spawn to get what debuffing it has. Force field is another relatively one-dimensional set that could use some tweaking, and for the love of god stop going back and rendering enemies immune whenever some new encounter actually provides a good use for repel or cage effects! Sonic could probably use some tweaking too. I haven't played poison, but I haven't really heard much good about the set even after it got buffed. And pleeeeease fix whatever it is that causes absolutely everything to run away from acid mortars?

    Control sets and dominator secondaries:
    Ice still desperately needs help. For a control set it's got inexcusably weak control, and flash freeze is just ridiculously bad. Gravity could still probably use some tweaking, but it's better than it was. And I hate to suggest it, but plant probably should be rebalanced a bit - not necessarily an overall nerf, but way too much of the powerset's overall effectiveness is over-concentrated in seeds.

    Electric assault needs some looking at - its melee attacks got rather over-nerfed back during the dom rebalancing, and its poor ranged and aoe capability don't make up for it at all. Thunderstrike in particular is awful. Ice and psi assault could use the same sort of looking at for their melee attacks too, and subdue should be a 10s attack. Fiery assault is fine overall, but flares is *still* missing its secondary effect and has been ever since the changes.

    Summon sets:
    I don't have any personal experience with these, but I've heard that mercs are still bad, that ninjas are still way too fragile for their damage output, and that beast still does much less damage than they should given their melee/ST nature.
  5. Muon_Neutrino

    Illusion dom

    Quote:
    Originally Posted by Starsman View Post
    Curious: how many dominators have the control powers needed to have an EB entirely locked away during purple triangles? (I actually think the Purple Triangles in EBs is an issue with EBs in general, btw)
    Afaik, just high-recharge permadoms with one of the fast-activating ST holds, unless animate stone can actually tank one. And I agree that it's the purple triangles that're the actual problem here.

    Quote:
    These may sound like edge cases, but as it stands today, PA completely breaks high raid encounters. I am not sure if they have started to give these the ability to punch through phase shift, but my first grudge with PA was the day they took over my tanker's role in a Statesman Task Force fighting Lord Recluse.
    Point of order: PA doesn't break those encounters unless paired with a high-recharge build that can eliminate the downtime. Base, that STF team will still need you to tank recluse for the 60s that PA is down.

    Quote:
    But those dont taunt, cant even be attacked. Would you be fine with a Phantom Army that does not taunt and cant be attacked? If they were just given Holds and stuns instead?
    Actually, against normal spawns, I wouldn't really care (although I'd be a bit miffed if you simultaneously got rid of the damage) as long as the mag were high enough to still affect bosses. I will continue to maintain that PA is not overpowered against anything below EB grade.

    Quote:
    And I may agree with you. However you cant ignore the insane capabilities of PA against AV and the like. These entities should be able to dispatch the army relatively quickly, just like they can shrug off holds or (in occation) put a world of hurt on tankers and brutes.

    Fighting AVs and mosnters are not edge cases. They are a significant point of the high end game and usually the main reason to have a tank in any TF team.

    I don't think they will be nerfing controller's PA any time soon, but a dom vesion will deffintively be different and not unkillable.
    *Fighting* AVs/monsters may not be an edge case, but *marginalizing* them with an extremely-high-uptime PA build would be. At base PA can mitigate these sources exactly half of the time, and you can ask any dom just how effective (or not) it is to control such a potent foe on a less than full-time basis.

    I actually do agree that high-uptime PA used against normally mez-resistant boss grade encounters *is* rather overpowered. I would simply prefer to target the 'high uptime' part rather than the 'PA' part. I will freely admit that I mostly want PA in its current state because of its ability to mitigate mez-resistant encounters. I will not apologize for that, though, as I personally see it as countering one piece of bad design (purple triangles on EBs) with another (high-uptime PA). I would *not*, however, see PA as overpowered against those encounters if it had a ceiling on its uptime.

    And I *extremely strongly* disagree with the notion of giving doms a nerfed version of PA and not touching the controller version. If it's too potent for a dom to have, it's too potent for a controller as well. Nerfs are sometimes necessary, and while it's not a good idea to completely revamp an existing set, if an overpowered option can be reined in short of that, it should be done.
  6. Muon_Neutrino

    Illusion dom

    Quote:
    Originally Posted by Starsman View Post
    Because we would no longer be talking about replacing it, but simply toning it down.
    Right. Sorry, guess I was getting a bit too hung up on the specific changes you listed instead of the general idea. I will stand by my statement that giving them minion level HP would make the power almost useless, though.

    If they had higher HP, it would depend heavily on exactly how survivable they would turn out to be. For me the entire point of rolling an illusion dom would be to use PA to tank PToD EBs (note - talking about solo, and EBs rather than AVs). If their survivability was strong enough that between the three of them they could tank the EB for the 50 seconds the triangles are up, then I might still play it (especially if they got a recharge reduction in the process). If they couldn't do that, then I wouldn't touch the set. However, if they tweaked PA for doms and left the set in its current state for controllers, I'd scream bloody murder and not touch the set no matter what they did. That would piss me off mightily.

    As far as normal spawns go, I think I would be annoyed if PA was reduced to the extent that I would have to layer another control on top of it in order to actually achieve the level of mitigation I wanted. It's already not the best tool to deal with larger numbers of foes, and if they just dropped dead against large spawns and couldn't even hold aggro on the percentage that they currently can, it would represent a pretty serious nerf to the set's regular every-spawn control (which is not something illusion is usually called out as being overpowered at).

    Basically, my take on the whole 'is PA overpowered' debate is that you have to not focus just on the edge cases and to recognize both its strengths *and* weaknesses relative to other control powers. People often seem to take it as a given that PA is overpowered, but I think that conclusion isn't necessarily always defensible, and I would like to challenge those who believe that to quantify why and in what areas they believe it to be overpowered.

    I think people get way too hung up on PA's invulnerability. PA is not killable, it is true. However, it's not like the baddies can kill the ice slick patch or the volcanic geyser vents either. Against most foes, PA doesn't provide a level of mitigation that's significantly different than that of a more 'traditional' (and just as 'invincible') control - a foe attacking PA isn't any *more* mitigated than one who's attacking one of his allies due to seeds or not attacking at all due to an aoe mez, after all (especially for doms since they're much more likely to be tossing out boss class mezzes than controllers). PA has a relatively long duration and supplies damage, to be true, but it's also a lot more hit-and-miss in terms of actually mitigating all of the foes in a spawn since it only taunts what it actually hits. I will strenuously argue against any conclusion that PA is overpowered in terms of its use against regular spawns of foes. As I said above, if PA becomes killable (and with an overall level of survivability low enough that that happens relatively easily against normal spawns), I believe that would represent an unwarranted nerf in an area where the set is *not* overpowered.

    If PA is overpowered, it is only so when used on things like AVs/monsters/etc, and mostly when used by extremely high recharge builds - in other words, the edge cases. Therefore, if it is to be nerfed, I would *extremely* strongly prefer that it be nerfed in a way that actually targets the edge cases instead of the overall use. For example, if tech exists to do this, one possibility that comes to mind would be to render the power immune to recharge buffs (while still allowing it to benefit from enhancements/alpha). This would quite handily prevent it from being used to perma-tank an AV/etc without affecting its use against regular spawns/EBs. (I would personally like this to be accompanied by a reduction in duration/recharge to 50s/200s so that the timing synchs up better with regular spawn-to-spawn play - at that point, the absolute smallest downtime with spiritual core paragon would be ~30s, which is definitely still long enough for an AV to eat you.)
  7. Muon_Neutrino

    Illusion dom

    Quote:
    Originally Posted by Starsman View Post
    I have a more interesting question:

    Would you play a Dominator Illusion Dom that has phantom Army, but his army:

    Can be hurt and killed.
    Have Minion level HP.
    Have Minion level damage.
    They still taunt but are no tanks.
    Um..... my apologies, but I sincerely fail to see why that's an interesting question. At that point the power wouldn't be worth taking even if you did roll the character - what would be the point of the power in that case? They'd just die the instant you summoned them into the spawn. That'd honestly be *worse* than an illusion set where they just replaced PA with some sort of alternative control - it'd be like asking if you would like to play a mastermind set that had no boss pet (and was otherwise on par at best with the other sets).
  8. Muon_Neutrino

    Illusion dom

    Quote:
    Originally Posted by Darth_Khasei View Post
    NO. There would be no reason to play it IMHO.
    This, completely. For me, phantom army would be the entire point of illusion on doms. Not because I want to make some ridiculous perma-PA-perma-dom overpowered beast, but simply because it would *finally* allow me to make a dom that can actually get some benefit out of his primary against those STUPID ANNOYING #@(&!(*)($ PToD EBs. I know that they become relatively easy if you ignore your primary and chug purples, it just offends my sensibilities that such a cop-out is necessary in the first place, and illusion would finally allow me to do something about it.
  9. I imagine he's referring to how tidal power stacks can end up expiring at unexpected times because of the slightly odd way they were implemented.

    A stack of tidal power has a strictly set duration. The problem comes in that an old stack cannot be 'refreshed' by a newer one and that the maximum number of stacks you can *have* is equal to the maximum number of stacks you can *benefit* from. Between these two facts, you can get a situation where you drop below 3 stacks even though you just got finished using 3 stack-builders.

    Imagine you build a stack of tidal power, but then have to spend a number of seconds using powers from pools or your secondary, before restarting to the beginning of your attack chain and using three more tidal builders plus a finisher. Since you already had one stack, only the first two of the builders actually build stacks - the third does nothing since you already have 3. However, one of those stacks is old and about to expire, so if the timing works out wrong you can suddenly drop to 2 stacks just before your finisher goes off, even though you just got through using three builders. (Alternatively, replace 'use three builders' with 'hit tidal power' and you can get the same results.)

    It's not really a 'bug', per se, but it *is* an odd quirk of design that can produce counterintuitive results. Unfortunately it's apparently not possible to fix within the limitations of the power system and tidal power mechanic as designed. This was brought up in beta, and Synapse did lengthen the duration of an individual tidal power stack in an attempt to mitigate the issue. This did make the problem come up less frequently, but it's still an occasional annoyance.
  10. Acc/Dmg 0
    Acc/Dmg/End 1
    Acc/Dmg/End/Rch 2
    Dmg/Proc 2
    Dmg/End/Rch 3
    End/Rch 2
  11. Quote:
    Originally Posted by Arcanaville View Post
    It sounds efficient, but I don't think I have the heart to do that to my Nova. To me, its just not the same if wriggling feet aren't sticking out of walls in all directions.
    Yeah. It's probably an even better idea to negate the KB on a character like my /energy defender since between no BU and lower base damage his nova is almost guaranteed to not kill everything (heck, even with PBU, aim, and all my +damage bonuses he still only barely kills even con *minions* now), but I don't think I could bring myself to do it either. Nova just isn't nova without a ludicrous KABOOM sending stuff flying all over the place.
  12. Quote:
    Originally Posted by Sailboat View Post
    Why? If it's for the knockback-to-knockdown proc, seems to me like I wouldn't want to, for two reasons. Procs are more useful on fast-recharging attacks, which the new nukes won't be, and a lower-damage Nova might leave stuff alive, which you'd prefer to have knocked back and ragdolled, because that puts them out of action a lot longer than knockdown.
    I think it'd be a more like 'do I want them knocked back/ragdolled but possibly scattered, or do I want them only knocked down but all still in the same place?' Ragdolling them will provide mitigation for a longer period, but if they end up scattered and it takes longer to finish them off as a result it might be overall more advantageous to suppress the KB.
  13. Probably traps. Trying to figure synergy, seems like water would be an ideal fit for a secondary that lacks a self-heal. Traps also does all of its setup at the start of a fight, so don't have to worry as much about being distracted from optimal use of tidal power. And waiting until 35 for trip mine won't be quite so painful since water has such boss AoE. I've also got a decent concept in mind for one (though I'm sad that the name 'Depth Charge' is already taken on my home server - it would have been perfect).

    The lack of an AoE slow in traps to stack with whirlpool does give me pause, though. The other major contender I was thinking of is dark, since it is (as always) incredibly awesome and tar patch + whirlpool (and DN pulls onto tar patch + AoEs in general, for that matter) sounds like a very tasty combo. It does steal some of dehydrate's thunder, though, and I've already got a /dark corr who I like a lot.
  14. You don't quite need to have 123% recharge all the time - generally, while hasten is up you'll have more than that, so even without perma-hasten you can still have permadom even though when hasten's down you'll have less than 123% recharge. The actual math is a bit more complicated, but the conclusions are explained in this thread:

    http://boards.cityofheroes.com/showthread.php?t=120644

    In a nutshell, if you have 3 SOs in hasten, you need anything more than 70% global. If you've got 3 level 50 IOs in hasten, your global requirement drops all the way to 69%. It's not listed in the table at the beginning of that thread, but with 2 level 50 recharge you need ~72% global. These are the bare minimums to just give you a couple seconds of overlap to hit it again, so ideally you'd want more. In your case your +100% global should be more than enough.
  15. Force bubble also causes *repel*, not knockback, which is a completely different effect (note that with force bubble they go sliding away from you without actually falling over). So, even if it could slot the KB->KD proc it would have no effect (well, it'd do the usual 'add a 20% chance for knockdown (every 10 seconds in this case since it's a toggle)' that the proc does in any power that doesn't have KB, but it wouldn't do anything to the repel).
  16. Quote:
    Originally Posted by CBeet View Post
    Rise of the Phoenix.

    That is all.
    Uhhh... guh.... guh.... O.O why did I not think of this before?!?! Wow, that is awesome. Add another one to the 'tornado, bonfire, etc' list of powers that this IO is utterly ridiculous in! Thanks!
  17. My two choices for melee sets would be titan weapons and stone melee.

    Titan weapons is usually lauded for being very strong, having good aoe, etc, etc, but it's also a very viscerally satisfying set. The weapon models are pretty good (in my opinion), and the sheer size gives it a very nice sense of presence. The animations are also top-notch - both the slow and fast animations really convey a sense of power, in my opinion. And the abundant knockdown, aside from being very useful mechanically, also adds greatly to the sense of power. The sound effects are only average, but you can't have everything.

    Stone melee, on the other hand, is on this list basically *because* of the sound effects. It is, in my opinion, the most viscerally satisfying set in the game, because of how every single hit results in this echoing, crackling BOOM sound that makes you feel like you just hit them with an entire freakin planet. Once you've got stone fists, both hammers, and seismic smash, there is nothing more satisfying than walking up to a boss and unloading a giant can of BOOM WHAM SLAM BAM WHRAKOOM whoopass on him, complete with screen shake, knockdown, knockup, massive damage, and a boss-grade hold. And fault and tremor (even if tremor is only an average AoE, mechanically) both have the same satisfying smashiness paired with gobs of AoE knockdown (IMO an extremely powerful-feeling effect). It's not as strong overall as titan weapons, but it's no slouch either, and it's personally my favorite melee set.

    Honorable mention goes to martial arts (non-stalker version). It doesn't have flashy effects and the sounds are again only average, but it does have some very pretty animations in my opinion. YMMV on a few of them (for example I despise both versions of crippling axe kick, and some people apparently don't like eagle's claw even though it is PURE AWESOME ), but the set overall has a very nice flowing and acrobatic feel to it. Street justice is also in much the same position of minimal FX and only average sound but nice animations, though in that case the feel is more brutal and crunchy than flowing and acrobatic.

    If you're looking for a badass feeling armor set, my personal choice would usually be fire armor. This is much more of a personal preference thing, though, because my enjoyment of the set mostly has to do with it having rise of the phoenix (which is among my top half-dozen favorite powers in the entire game), so YMMV if self-rezzes are something you like or not. Most armor sets don't really do anything too fancy, imo, and when they do it's often in a negative way (witness people complaining about dark or ice armor hiding your costume). Fire still does that to some extend, but IMO it's not so bad, and rise of the phoenix's EPIC AWESOMENESS more than makes up for any minor shortcomings in that area. Regardless, rise of the phoenix is amazingly cool. I laugh manically every time I use it - "Oh, you think you've won? Take THIS!" (Blasts up from the ground in a blinding explosion of fire, sending the scorched and stunned bodies of my foes flying everywhere.) It just feels epic. On my fire/stone tank I have it 6 slotted for hefty amounts of damage, healing, and recharge.
  18. On the question of 'force bubble vs repulsion field', the key point I think is that the two powers aren't actually 'two ways to do the same thing', which is a fairly common misconception. They actually serve two related but still different purposes, and in an ideal world I'd take and use both of them. In the world we live in, though, my answer is force bubble, simply because repulsion field has an absolutely *obscene* endurance cost even *before* you start paying extra endurance to KB things with it. If they ever properly balance the power, though, I'll be taking it in addition to force bubble.

    As to exactly why and how I think the two powers are different, I'll simply repeat my post from the last time I addressed this topic. The one thing I didn't mention at the time was that, no matter which you actually use, the best way to really leverage them is to get lots of ranged defense though IOs and/or powers like maneuvers, weave, combat jumping, hover, etc. When mobs can't melee you, ranged defense is almost an I win button.

    Quote:
    Originally Posted by Muon_Neutrino View Post
    My personal choice would be force bubble every time, but not because the two powers are redundant.

    In many ways the two powers serve different purposes. Force bubble is for making entire spawns go thataway or into a corner, or for pushing enemies out of a large area like the center of the bowl on a mothership raid, or for creating ranged squishy safe zones. It can also serve the personal 'nobody is allowed to melee with me' function, but it's harder to use it for that without accidentally spreading out spawns all over the place since it's got such a large radius and will easily affect more mobs than just the ones trying to punch you in the face.

    Repulsion field on the other hand isn't a tool for affecting whole spawns. It's more of a anti-melee shield and more precisely placable area denial tool. Unlike force bubble, it admirably fulfills the role of keeping stuff out of melee without much required effort on your part in terms of controlling it and preventing mass scatter. It's also a more precise area denial tool in that you can jump next to a squishy and use it to knock away the swarm of enemies trying to punch them without affecting the whole surrounding area.

    Force bubble is a large-scale spawn positioning tool and a safe zone creator. Repulsion field is personal anti-melee protection and a small-scale enemy removal/positioning tool. Really, in an ideal world I'd like have both. I'd run repulsion field all the time and use it to protect me from melee and forcibly remove small clumps of problematic foes, and I'd activate force bubble when I wanted to engage in large-scale spawn moving or protect everyone from some horrible ambush-pile or something.

    Unfortunately, the problem with this ideal scenario is repulsion field's utterly ridiculous endurance cost. Force bubble costs 0.69/s, which is very high but still manageable for a toggle that you only turn on when you need it. Repulsion field costs a whopping 0.78/s *on top of* the unreducible 1 end per foe repelled. In other words, *while it's providing absolutely no benefit at all* it's one of the most expensive toggles in the game, and then it drains additional end on top of that if you actually try to do anything with it. I'm already running dispersion bubble, maneuvers, and temp invul all the time, force bubble occasionally, I actually use my attacks, and I like to turn on assault and tactics if I can. I don't have the endurance to even contemplate using something that ridiculously expensive - it was only at 50 with a fair amount of attention paid to endurance use and recovery in my set slotting that I stopped constantly running low on endurance in the first place. I don't want to be forced into cardiac alpha just to run repulsion field.

    In my personal opinion, repulsion field should cost something like 0.1/s when not repelling anything. It's the only power I can think of that requires such a punitive cost to do literally nothing. At that point I'd definitely be able to take and find uses for both, since I could *choose* when I actually wanted to spend endurance knocking things back. And it's definitely not like we need to worry about making the set overpowered by such a minor overall buff.
  19. Quote:
    Originally Posted by Rubberlad View Post
    Right, so we're down to answering the jokey questions from the same forum favorites more than the dumb ones from average players like me who don't speak beta-babble... I'm sooo sorry I took the time to read and post a question earlier.

    #neveragain
    Right, because the whole 15 seconds he spent typing "Indeed." in response to Memphis_Bill's joke question is totally the reason he didn't answer yours. Can't possibly have anything to do with the volume of questions, or the fact that he was about to leave, or that there might be questions he's not allowed to answer. Totally.
  20. Apart from anything else, I would like to just say "thank you" for spending your afternoon answering our questions like this. I don't think very many dev teams would consider doing something like this, let alone dive into it so enthusiastically. Thanks for being awesome!
  21. Quote:
    Originally Posted by Arbiter Hawk View Post
    I would consider making snipes also instant while under the effects of Domination, but if I did so I would also lower the scale of all of the Dominator snipes back to the 2.76 standard.
    I can't speak for everyone, of course, but I would personally take this. That almost sounds too good to be true, though, with the possibility of permadom. I certainly wouldn't complain if you decided to give it to me though, mind you.
  22. First, an aside: is it intended that dominator Flares lost its secondary effect back during the dom buff? At the moment it does almost exactly the standard damage for a 3s recharge blast (it only seems to have the slight bonus given to all attacks whose damage isn't delivered in one chunk, which is much less than the bonus DoT usually given to fire attacks), which is counter to the usual practice of giving fire attacks a bonus DoT.

    Second, is there going to be anything else done to allow dominators to take better advantage of these snipe changes? Most doms with snipes can't get to those levels of +tohit without inspirations (I think only /elec can), which aren't a sure thing. If I recall correctly one of the reasons given for keeping moonbeam in the dark assault set was that snipes in general were going to be buffed, but as it stands most doms can't actually make much use of the buff.

    Third, are you going to look at the 'fool' magic buff power? At the moment the 3% tohit debuff it lays on you is essentially ignorable, but if it makes the difference between being able to fast cast your snipe or not, I could see it getting annoying very fast - especially since it lasts 20 minutes and can't be removed. It's likely not a problem if you're getting over the threshold using aim, but could definitely be an issue otherwise.

    Fourth, is blaster thunder clap going to remain as KB rather than KD? At the moment it's not super important, but once there's this new, strong incentive to take and use the power for a purpose other than stunning/KBing the mobs, the possible annoyances multiply greatly. Using it between combats can partially alleviate that issue, but if the buff goes down at a bad time, having to choose between scattering the mobs or not refreshing the buff could be problematic.
  23. Quote:
    Originally Posted by Starsman View Post
    In a different way than you may think. Remember for Dominators, snipes are not interruptable and are basically ranged 20s recharged Total Fucus. For a domnator that cant leverage the new snipe mechanic, this is a pure nerf.
    Wait, what? Last I checked, dom snipes still had the interrupt period. At least, according to city of data they still do. They don't really *benefit* much since they don't have easy access to large amounts of +tohit, but I don't see how it could be a nerf.
  24. Quote:
    Originally Posted by Madadh View Post
    Didn't in the video he state that it's just +tohit that affects the snipe changes? Is he wrong? If not, and if the Kismet is still an Acc bonus (last I checked), and not a tohit, how is the Kismet going to be a factor at all? Maybe I'm missing something...
    As far as I know, kismet has always been 6% tohit, not 6% accuracy. The IO's description has also always been wrong, though (stating acc when it's tohit), so if you'd been relying on that, that'd explain the confusion.
  25. Quote:
    Originally Posted by Katura View Post
    Wow all you guys have been very helpful and much appreciated, I will say i want the best no matter what the end cost is. So now with these post pretty much confused lol. I do like the titan weapons though they rock.
    Titan weapons is great, there's certainly no disputing that. I think you need to be careful about what you mean when you talk about the 'best' secondary to go with it, though. Dark armor can make a strong claim of being among the very best, but only *if* you invest the influence and effort to acquire the sort of IO build that will let you get away with using dark regen every time it recharges without crashing your endurance bar. Without that sort of build, you'll often be left choosing between staying alive (healing) or doing damage, as you quite often won't have the endurance to do both.

    In other words, if you want the best, you have to further qualify that as 'best *at a given level of investment*', because the best secondary if you're using SO enhancements may not be the same secondary that's the best if you're slotted with top-end IOs. At the level of investment possible for someone as new to the game as you are, in my opinion dark *will not* be the best.

    it is worth noting that that's not to say that dark won't still work. In general, the melee and armor powersets in this game are reasonably balanced, in the sense that you usually won't be gimped. Some sets are definitely stronger than others, and for any given set some will have more synergy with it than others, but overall it's hard to find a combo that's actually *bad*. A TW/dark will still be a brute, it will still smash faces, and it'll still stay alive reasonably well while it's smashing faces, even if all you're using is SOs. However, if your goal is 'the best' rather than simply 'workable', it's my personal opinion that TW/dark won't fit that goal, for you, at this point. It can be a very strong pairing, but it'll require a lot of influence that you most likely don't have yet. And honestly, I found that finessing the endurance bars of characters with marginal consumption/recovery ratios to be a somewhat tricky skill to master. It's definitely a *useful* skill to have, but I wouldn't suggest jumping right into such a character as one of your first few characters in the game.