Necromatic

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  1. Yep, as the only villain side squishie [corr] without pff (doms), hide (stalkers), hp (brutes), your the primary target, always.

    Hopefully, that brute on the team took taunt.
  2. Under DR, tough would only minimally add to your res. So leadership.

    However, you will probably need the miracle and/or numina uniques for endurance (beyond stamina). Unless you miserly control your toggles. For example, for res or regen opponents you would keep tactics off.
  3. Shield is actually pretty good.
  4. Now that I think about it. DR should do 2 things. Allow for over buffing in one category at the expense of others.

    For example, the current DR cap for 'to hit' is around 30%. Well heck, lets let people go over it as much as the like. However, damage/res/mez res/ def will be DIMINISHED.

    I'm not sure by how much, it would be determined from data mining.

    However, in the simplest case, you could say that for every percent over 30% for 'to hit' reduces damage by a corresponding percentage multiplied by a factor. Of course, this is the simplest case and factor would be an AT modifier.

    I included def/res/hp/mez res as it opens they way for more balance.

    For example, lets take a blaster that has Aim and Build-up and suppose he wants to hit that hard to hit stalker. Under the current system of DR, hitting Aim and Build-up together is likely not going to increase his chances to hit much (damage is improved). His best course of action would be to hit Aim, attack until it wears off, then hit Build-up. This prolongs the period of his highest chance to hit (although not guaranteeing a hit as the old system would do).

    Under my system, using current DR caps, would allow the blaster the full percentage bonus to hit (38% unmodded), but at the expense of some damage. In this case, my factor can be tweaked to provide little damage improvement, none, or negative at the base 'to hit'. To this, they can enhance Aim as they want to get more 'to hit' at the expense of damage.

    Now let's add Build-up. Since Build-up proportionally adds more damage than 'to hit', unmodded it would not debuff itself until 'to hit' is enhanced or Build-up is combined with another 'to hit' enhancing powers like Aim.

    What this does is bring more situational use to these powers beyond the click click fire. Clicking Aim and Build-up together maximizes your chance to hit at the expense of doing just pure Build-up damage. In fact, if the factors are done correctly, you would never want to use Aim against a res based def unless you absolutely needed to hit for some reason (mez or to interrupt).

    Sorry for the long post, just got on a roll.
  5. Mostly, it's tanks that are blowing the curve. Is that a problem? Yes and no. I think tanks should be allowed the def that they have, maybe even more so. However, they are doing WAY too much damage for how much survivability they have.

    If it were up to me, I would replace gauntlet with a dominator style inherent that boosts def/res/hp. This is of course at the cost of some damage output/to hit.

    It would make tanks more of what they are supposed to be, TANKS, and not tank mages.

    Now that def is so good (def in itself is mez protection), I think res based sets got left out in the wind. If I were to change things, I would make mez resistance a function of damage resistance and mez protection granted from powers.

    For example, hold resistance for a DA would be equal to some value from Obsidian shield + damage res (of the amount corresponding to the type of the hold attack) + value from acrobatics if taken.
  6. [ QUOTE ]
    Actually, at the moment MM's DONT work in pvp due to the psi bug. Psi based attacks are bypassing BG mode and doing direct damage to the mm. Dont bother even breaking out the mm until they fix this.

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    Hmm, psi damage unresisted maybe? Certainly would explain why psi does more damage to me than any other blaster.
  7. Necromatic

    Mini Shark Rant

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    Meh, I had the mako PPP way before all this happen. Mainly just cause I think they looked cool

    [/ QUOTE ]My spine/dark Stalker's first of the dual build has soul mastery for shadow meld and dark blast but my second build is made for ITF and has cloak of fear, spirit shark and water spout and the shark throwing can be a riot, I can see why it's handy in pvp.

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    Sharks do High damage and when a stalker is hidden it crits. I have been hit for over 600 on my tanker by a stalker shark attack. I stepped out the base 2 days ago and my tanker has 2804hp (Not Accoladed Yet) and I was hit by 3 stalker sharks and Impale, 1 bane sharks and a sonic corr and I was dead in 3 seconds. It was a WP tank and he doesnt have high resist like a invul, but 3 seconds?

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    Heh, been having fun with my sonic corr in RV.
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    Woo! no more broken tells!
    - thanks for posting them Ex

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    Yay!
  9. Here's another suggestion; not sure if it has been suggested before, make conserve power actually save power.

    What I mean is that it siphons off an enhanceable amount of the gained endurance every second. This endurance is stored and is released to the character at a later time (max duration or when the toggle is turned off <yep it becomes a toggle now&gt.

    The release of endurance to the character happens in two steps. First, a burst of 25% the stored amount. Second, the remaining 75% over the next 30s.

    What this does: 1. Major Tier 9 drop mitigation. 2. Storing down time excess endurance between mobs and using the endurance to fight the mobs. 3. Maximizes ED use (can be used to store more if the CP toggle is on).
  10. I also like the new mez system. Now you don't need mega recharge on that fast hold combined with another hold to make it effective. Basically, builds that can add one or more mez attacks are useful again.

    Travel suppression, heal suppression, and all other suppressions I hate.

    DR, hmm a good idea, but a little extreme in the implementation.
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    I just got a chance to check the real numbers for the changes to EA on the test server via character creation (since i can't log on all the way.)

    according to the Real Numbers Energy drain will do 299.85 Heal to self. which will make it half as good as Dark Armors Dark Regen. but without the tohit check. This change should make Energy Drain just plain Awesome Sauce

    and the toxic resist in energy protection is the same value as the energy resist

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    Is there psi def? Can't seem to get that far on test.
  12. Another /EA idea. Turn conserve power into 'waste' power. The effect would be to triple endurance costs for opponents in the pbaoe toggles area.
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    When i said toggle god mode power as oveload.. I was refering to a "granite armor" type tier 9. Can't use any toggles but energy cloak, and Entropy Shield while it's active. Not only would this actually fix some of EA issues (imho) it would also help make granite not the be all end all defense set that people seem to make it out to be.

    I stand by what i said earlier about making it into a purely resistance set with a defense power (maybe 2) thrown in, and given the toggle tier 9 (even if it meant they had to reduce some of the effectiveness to balance it)

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    If OL becomes a toggle, then I would like to see the +hp go to +res (as sad as that would be, it would balance with the stalkers better considering cap issues). Also, maybe back off a bit on the +def, maybe about half the amount of mitigation, then add back a quarter of that in +res all. Then add the powerboost ability somewhere else (or siphon speed).
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    more melee/armor IO sets that give a bonus to Smashing/Lethal damage

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    I have two problems with this.

    The first is that IOs are intended to be optional, and that sets are intended to be, more or less, balanced without IOs considered in the mix.


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    Yes, but that still shouldn't stop them from having typed def set bonuses.
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    Second concern? more typed defence will make invul and WP stronger.



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    But...
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    The first is that IOs are intended to be optional, and that sets are intended to be, more or less, balanced without IOs

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  15. Instead of stealth, a blinding beacon power would be nice. It would be a PBAOE toggle that would have the following effects:
    <ul type="square"> [*] Limited blind (blinds all mobs in a certain radius about the brute, however, the brute is still target-able by the mobs).
    [*] Adds a to hit debuff to the mobs.
    [*] Taunts mobs to the beacon owner(brute).[/list]Graphically, it could look like one of the armor powers but at an increased radius (equivalent to the PBAOE radius).

    Sound good?
  16. Just make typed def for /EA always add proportional res. This is basically 'deflection' or 'inertial dampening' and is virtually the same as +hp, but helps stalkers too (avoiding the hp cap issue).

    For example, smash def of 40% would add say unslotted 8% res (about 1/5 is fair I think). This of course could be slotted.
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    For example, kinetic shield may have -speed, -movement resistance, because kinetic is related to movement. Power shield and energy protection can have energy drain protection added(or even detention resistance), because this can be implied from the name of the power.



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    Huh.........I NEVER thought about that. What a GREAT idea.

    I like it

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    I don't know. I hate the 'let's add psi resist, let's add drain resist, let's add toxic res, etc.' way of going about fixing EA. I would prefer something absolutely unique.

    Drained endurance a problem? (at least when they do hit and it is usually drained all the way &lt;sappers&gt, then reduce the cost of ED to zero and reduce the amount of endurance it gets back.

    Need speed? Add siphon speed or a siphon speed pbaoe.

    Toxic and psi hole too big? More +hp powers (orginally and EA theme). Looking at CP, that power could be turned into a +recovery +def/hp/res to fill the hole.
  18. [ QUOTE ]
    ^ No thanks. I like CP, "doesn't like it appeals to everyone" isn't an entirely accurate statement. Everyone on these forums isn't even an accurate assessment of the player base and I like having CP for the overload crash, makes the crash so much easier to bear.

    Keep CP. If elec can have it, why can't /EA?

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    Because it is redundant and boring. However, what should go in it's place is something that would ease the Overload crash equally as well as CP in terms of endurance management.
  19. I think /EA just needs to do the things that /EA does, but a little better.

    Energy pro should give +def to energy and dark to allow for more mitigation.

    ED, needs a taunt aura. Also it's recharge should be halved and the +plus endurance also halved. The cast time should also be halved. In this form, it is an AOE taunt, sapping and recovery power rolled into one. With a quick cast time, it will not hinder fury too much and the quick recharge would make it more offensive in nature.

    CP, well there are some that use it. However, with Overload and ED, it is a little redundant. Let's make it into a click +def +res +hp and +recovery power. It would boost those aspects by small amounts (unslotted). This would give the user a myriad of slotting options.

    Finally (well more fantasy island here; I think the other items I listed would be enough), lets have a siphon speed power in there somewhere ala Tsoo.
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    The suggested clickie(which is called power-up) and overload(together with energy drain and conserve power) as a whole package might be problematic. Because with sufficient +recharge, one can alternate overload and +def clickie the whole time. If a person can handle the crash really well, this combo might be a bit too good.

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    Yeah, that's why I proposed a minor crash for Power-up. I just didn't know what the numbers should be. Besides, it has a hefty endurance cost and too many aspects to slot. This is on purpose BTW, to make the player choose what they want to buff.
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    2. Energy drain cast time halved. Energy drain recharge time halved. +endurance to caster halved (opponent -endurance same as before), zero endurance cost, taunt.


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    A zero cost energy drain will never, ever fly. I'd be happy with a simple taunt added to it.
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    3. Make status shield a click power.


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    a very good idea, that way it doesn't crash when overload does.
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    4. Change Conserve power to Power up. Click power with +7.5 def all except psi and toxic, +15 damres all except psi and toxic, +20% hp, +12.5 recovery. 60s duration 120-180 recharge with about 25 endurance cost. Maybe add a minor crash of some sort, - def, -res and -recovery.

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    No. not just no, Hell no. Conserve power is vital for recovering from Overload crashing. Perma-OL brutes wouldnt' be possible without carrying a tray of blues PLUS using energy drain. No way. If you wanted to change it for POWER BOOST (something I think EA should have had) sure, but not for...whatever that inverted rage-clone is.


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    Actually, this would help the Overload crash by providing +def, +hp, +res and recovery just after the crash. Since this is a click power, the user could click it before the crash, pop a blue, and hit ED. Basically, the same as before except they now have some damage mitigation during the time the shields are toggled back on. The old Conserve power halved endurance costs, this power adds recovery.
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    5. Power shield cast time halved.


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    Why?

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    It has twice the activation time of the other shields. There seems to be no good reason for that, especially now if I want to sell a tier 9 crash friendly set.
  22. Sorry, didn't read all the posts, but heres what I would like to see:

    1. Energy protection gains +def to energy (+10?) and dark (+5), both slot-able.
    2. Energy drain cast time halved. Energy drain recharge time halved. +endurance to caster halved (opponent -endurance same as before), zero endurance cost, taunt.
    3. Make status shield a click power.
    4. Change Conserve power to Power up. Click power with +7.5 def all except psi and toxic, +15 damres all except psi and toxic, +20% hp, +12.5 recovery. 60s duration 120-180 recharge with about 25 endurance cost. Maybe add a minor crash of some sort, - def, -res and -recovery.
    5. Power shield cast time halved.

    Reasons for the above.

    1. Get closer to soft capping energy def. Thematic.
    2. Make ED more offensive, make up for lightning field.
    3. Help with Overload crash. Bit more help when a click power.
    4. Lot can be done to this power to add flavor to the set. Could slot for health/recharge/def/res/recovery/endurance cost. Basically, an all purpose power to roundoff the character for concept.
    5. To make it the same as the other shields.

    Taken all together...
    This should improve the survivability of the /EA without adding new tricks to the set. What I proposed builds on the strengths it already has. Does not change anything with respect to its kryptonite (toxic and psi), so current theme is preserved.

    I did change conserve power, but two (three if you count Overload) endurance/recovery powers in the set was a little much. Besides, now that Conserve power (Power-up) adds +recovery, stamina could now be dropped without any hesitation.

    There is also an underlining theme to the changes, basically a crash friendly set. The zero cost endurance drain is debatable (probably too powerful), and given the click Power-up(Conserve power) power, the user could cast it before the Overload crash to provide some protection. Same for the status/mez pro shield.
  23. [ QUOTE ]
    I have seen some people ask to replace Conserve Power and while other say they like it and don’t want it removed from the set. I have an Idea that might please both sides.

    1. Decrease the recharge time 600s to 320s
    2. Decrease the +EndRdx from 119.2% to 60%, however make it able to slot End Mod Enhancements so we will can use set bonuses and increase the EndRdx%. This is to prevent the power becoming overpowered.
    3. Make the power able to accept Defense and ToHit Enhancement and have a base of 10% defense to all. This will help to fill some of the defense holes and this will be a Mind Link/Conserve Power.

    Or

    3. Make the power able to accept Health Enhancement and have a base of 40% HP. This will be a Dull Pain/Conserve Power.

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    Should be 'AND', LOL.

    It would be interesting to have a power that you can use to max out some of the other /EA benenfits. +def, +hp, +end, and +res by a small amount. Just slot for whatever you want.