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Confront? On a blaster?
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Yeah, Confront would be [censored] for a blaster... because it's only single target, Taunt would be far better -
Plus just with 3 rchg SO's it stacks for quite a while
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Now you guys got me curious, I'll do some test this evening with both my SR scrappers and keep an eye on the combat log to check for anything unusual
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1.- Midnight Grasp
2.- Fearsome Stare
3.- Rain of Fire
4.- Earthquake
5.- Tenebrous Tentacles
6.- Cloak of Fear
7.- Touch of Fear -
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Just want to ask why everybody thinks it is fair that the people that have more RL free time to play can have more in-game cash but not the people that have more RL money.
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Fair point, I can understand the complaints about ppl with more money available in their bank account being able to pay for ingame advantages can be frowned upon, but I can also understand that (usually) the process of having that RL cash takes away gaming hours so I can also understand that.
I personally don't mind to have goodies available for purchase, it is my decision to spend RL money on them or RL time, both are valuable to me, it is a matter of choosing at a certain stage which one I do have available.
Oh and Health is not a useless power -
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if we consider Dark Blast being ported also, we'd need a power to substitute Black Hole, that Nightmare power from Tygrrfang looks good for it a bit tweaked, for sure the name is cool.
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Ok you've confused me again - Black Hole is in Dark Miasma.
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Yeah that's what happens when making rush posts and the boss is around. -
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2.- I don't like the idea of Tier 1 and Tier 9 being pretty much the same just with different damage, as I said I think the three powersets involved have enough powers to compose a set.
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The damage makes a huge difference though - the T1 blaster ranged immobilises are mainly used in early levels AS immobilises (then either not used much after that, or slotted for damage to use when mezzed), while Midnight Grasp is a supreme damage melee attack that just so happens to immobilise, but is mainly taken/used for the damage. And stacking issues within the same set for immobilises I don't see as a problem, because immobilises still allow the enemy to attack.
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Indeed dmg does a great difference, it's just about the animations, it would make a dull set repeating animations on same secondar´.
I still think the Dark Sets are rich enough for not to implement new ones, at least on a Dark Manipulation as secondary, if we consider Dark Blast being ported also, we'd need a power to substitute Black Hole, that Nightmare power from Tygrrfang looks good for it a bit tweaked, for sure the name is cool.
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Dark Manipulation:
Tier 1: Dark Grasp:
Single target, Ranged, Moderate DOT (Negative), Foe Immobilize, Foe -To-Hit,
(Uses the tenticle animation of midnight grasp, player raises his/her hand at the enemy and the tenticles appear)
Tier 2: Shadow Punch:
Single Target, Melee, Moderate Damage (Smashing / Negative), Foe -To-Hit,
Slightly Beefed up version of Shadow Punch, Increasing it from minor damage to moderate.
Tier 3: Touch Of Fear:
Single Target, Melee Fear,
Same as the Dark Melee power.
Tier 4: Smite:
Melee, High Damage (Smashing / Negative), Foe -To-Hit,
A more powerful version of the dark melee power.
Tier 5ark Torrent:
Ranged (cone), moderate DMG(Smashing / Negative), Foe -To-Hit,
Uses the torrent animation, basically a more powerful version of torrent, However it loses the knockback.
Tier 6: Soul Drain:
PBAOE, Self +DMG, +To-Hit,
Same as the dark melee version except that the damage has been removed.
Tier 7: Nightmare:
Ranged, Foe sleep.
Trap an enemy in his nightmares, however attacking them will cause them to wake up.
Tier 8: Dark Consumption:
PBAOE, Self +End,
Same as the dark melee version except the damage has been removed.
Tier 9: Dark Rift:
Close (AoE), High Damage(Negative), Foe fear.
You concentrate and create a small rift between the netherworld and our world. This results in a small explosion and
the release of a number of unspeakable horrors. Enemies will take some damage from the explosion and may cower in fear.
However more experienced enemies may not give into their fear. (Uses the Quasar Animation). Thinking a mag 2 fear.
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I still feel this is overpowered, however I'm having a hard time finding powers to use. A secondary blaster set, with a fear, sleep, PBAOE build up and +end, makes me nervouse. But the only way I can see of fixing it is to replace the sleep or fear with shadow maul, This is something I wouldn't want to do.
The cast time is too big for a blaster, not to mention the set would start to get alittle damage heavy (if it isn't already).
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I think this set is probably the best suggestion on this topic so far IF you change out the Tier 9 for Midnight Grasp (youre right about Shadow Maul - to risk that animation time in melee I'd want at least Total Focus or nuke-level damage). As it is Id be more worried about a blaster having two stackable controls of the same type - Fear in this case - so the existing T9 has to go. The set already has AE control in the T7 position, but I think AE sleep is fine (even one of the blaster primaries has a cone sleep).
I wouldnt worry about the set getting too damage-heavy if its melee, as Electric/Energy Manipulation both have a lot of melee damage and their melee attacks do more damage than the Dark ones anyway.
Though I could also possibly see Oppressive Gloom (my choice) or Death Shroud (possible, but a damage aura on a blaster would be skippable to me) going into the tier 5 position instead of Dark Torrent too.
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What I don't like of thsi proposal are mainly two points:
1.- Dark Miasma, Darl Melee and Dark Armor have enough power variety to compose a new set for Blasters without needing to add new ones (with the right tweaks of course)
2.- I don't like the idea of Tier 1 and Tier 9 being pretty much the same just with different damage, as I said I think the three powersets involved have enough powers to compose a set.
Yeah well, both points are basically the same but hey ho.-
Edit: On the other hand, the idea of Torrent with more damage and losing the KB (or maybe making it KD) is great, but Torrent is part of the Dark Blast set and I'd really like also Dark Blast ported for Blasters.- -
I'd definitely love to see both Dark Blast and Dark Manipulation on Blasters. The way I'd like to see it is as follows, of course, there should be some tweaking on them, but I leave that to devs:
Tier-1: Touch of Fear - Most Blaster secondaries start with a ranged immob... Energy Melee is an exception, it starts with KB, well, Dark manipulation would be a second exception.
Tier 2: Smite
Tier-3: Death Shroud or Shadow Maul - I'd rather Shadow Maul instead, can't see many blasters taking Death Shroud, but Shadow Maul would make the set "too good" probably
Tier 4: Cloak of Darkness or Petrifying Gaze
Tier 5: Soul Drain
Tier-6: Siphon Life
Tier-7: Dark Consumption
Tier-8: Cloak of Fear or Oppressive Gloom - Cloak of Fear if Petrifying gaze as Tier 4 and Oppressive Gloom if Cloak of Darkness as Tier 4
Tier-9: Midnight Grasp -
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the payable one should allow you to re-choose powersets
[/ QUOTE ]Worst idea ever. Even if you added similar respecs that were obtainable in-game.
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^ This
As much as I'd love to be able to re-choose sets so i could get rid of that stoopid Katana, I don't think it's good for the game to allow that kind of respecs, paid or not.-
Edit: If, as has been pointed later in the thread, someone levels an AR/Dev blaster (just to use same example) and wants to try all other blaster sets before deciding which one to roll, then, might be not that bad idea to implement this kind of total respecs only in test server, if can be done, still, don't think it's worth the time spent on it by devs tbh -
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Ah, ta - looks like I misremembered; I had a hazy recollection of it debuffing local melee toons DEF (which would explain why SRs might go down like a ton of bricks, if true), but if it's a self +DEF that'd make nothing happen quickly.
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Hmmm actually, Invincibility is both a def buff and a ToHit Buff, no idea of the ToHit Buff % Behemoths get from it, the def they get is much higher than the one a player gets (a scrapper gets around 10% from 1st foe and 1.5% from the others up to 10 iirc while Behemoths seem to get 8% per char on melee range) so similar thing may happen on the ToHit Buff side, hence if many chars on melee, it might give a Demon/Behemoth a nice ToHit Buff which would effectivly help piercing the def on an SR. -
As per last patch, their invincibility grants them 8% def per char in melee range, that would certainly make them hard to hit and SR's performance goes down on long fights (or at least did before inventions according to Arcanaville's Secondary Comparisons).
The OP said he was insta-killed in both Katie Hannon TF and Infernal's mission, my guess is that he had very unlucky streaks on taking Alpha. It is the SR thing, most of the times you can dive in and to the teabag emo but some other times you are faceplanted in two seconds on a badly taken Alpha, I guess that's what happened to the OP. -
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Unless you're all telling me that i'm a bad player for not having 500 million inf for orange and purple sets.
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Nobody told you being a bad player methinks, for sure I never said it at all. As you say, with your slotting you should be pretty well covered, so it is either a very unusual bad luck streak or something is broken. With 45% defense up you should breeze Demons, for sure something doesn't seem right here.
Oh and for an all purple/orange sets you'd need probably far more than 500 mill I'm afraid -
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What about Shadow Punch as Tier 1?
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Have you not looked at the other blaster Manipulation sets? Name one which has a normal melee power as T1. Remember, the T1 power is the one that all blasters taking that set get automatically - it can't be anything too good or it will totally destroy parity with the other blaster secondaries. Manipulation sets commonly have a ranged immobilise power except /Energy has a single target melee knockback, so any suggestion should be a similar low damage soft control power.
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Ok let's take something else then (geez what a temper), Midnight Grasp is a no-no here because it's too powerful unless its base dmg is lowered, then it would lose the charm... some kind of ranged immob you said?
I'm at a loss here wouldn't like to see Midnight Grasp with less damage so either they should have an exception and incorporate a different power than a ranged immob, prolly Touch of Fear as PRAF suggests.
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nosatufer probably suggested Midnight Grasp as tier 9 because is the highest ST dmg in Dark Melee
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Yes, and because Electric/Energy Manipulation both have powerful melee attacks as T9 too - this is exactly why Midnight Grasp would work there.
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Wasn't that what I said?
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Fearsome Stare at some point like other Blaster secondaries who have a single target hold (like Ice).
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So because Ice Blast primary has a single target hold you want to give Dark Manipulation secondary a long range cone fear that is almost too powerful for the debuff/buff set it is in? (Dark Miasma). I'm sorry, your logic is totally lost on me. This is a blaster secondary we're talking about here, not a corruptor secondary.
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Yup, you're totally right, I meant Petrifying Gaze, I always mistake the names, calm down.-
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Tar Patch would fit in the same measure Ice Patch fits on /ice Blasters,
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Oh my goodness, do you even know what Tar Patch does? It's nothing like Ice Patch except that both are a placeable patch that has a -spd effect that is never the main reason for taking them. Tar Patch is a massive resistance debuff on a 25' patch that happens to have a minor slow effect, but no "afraid" effect on it - Ice Patch is a 10' cut down version of Ice Slick that does slow and knockdown.
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I know perfectly what Tar Patch does but thanks for your time explaining it, yeah, they are different but I still think it would conceptually fit here, tone down the -res and up a bit the slow, tweak the duration if needed and we're done aren't we?
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imo the redundant one is Cloak of Darkness, not that I wouldn't like it on a Dark Manipulation Blaster, but would make him a bit overpowered methinks.
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Well if Cloak of Darkness makes this set overpowered, how come Cloaking Device doesn't make /Devices Blasters overpowered? I mean /Dev has a self-stealth, but if anything it's considered the weakest blaster secondary - so how is a stealth power overpowered when pretty much every AT in the game can get full invisibility by picking up pool stealth and slotting a +stealth IO?
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Well, Devices is not the weakest blaster secondary in my opinion. It is not about the stealth, it is more about the defense (yes yes, I'm sure you knew both give defense), it just seemed to me a bit overpowered with all the other goodies and tohitdebuff (if ToF comes into equation) plus some defense on same secondary that's all.
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Honestly, I'm just totally boggled by your reasoning.
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Well, at least I tried to be constructive man, take it easy will you?.- -
What about Shadow Punch as Tier 1? nosatufer probably suggested Midnight Grasp as tier 9 because is the highest ST dmg in Dark Melee, or probably Smite as a tier 1 and incorporate Fearsome Stare at some point like other Blaster secondaries who have a single target hold (like Ice).
Tar Patch would fit in the same measure Ice Patch fits on /ice Blasters, imo the redundant one is Cloak of Darkness, not that I wouldn't like it on a Dark Manipulation Blaster, but would make him a bit overpowered methinks. -
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Pretty sure it's End drain that causes the detoggling but I'm not entirely sure if it's Katie or her buddies.
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Any foes who use electric attacks do drain endurance, thing is, a well built SR at Katie Hannon TF lvl should have good melee and ranged defence so he should be very difficult to hit by Cabal, hence very difficult to be drained. Resistance based toons (not so much the ones with drain resistance) or non melee are easy to be drained and thus detoggled by Cabal if the team does not work as a team, true. -
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Don't know about your Demons mate but Katie has a nasty habit of detoggling everyone.
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Mary McComber shouldn't be able to detoggle any scrapper, specially SR IF he has Practiced Brawler. At Katie Hannon lvl, any SR scrapper should have Practiced Brawler slotted with at least 2xrchg SO's making it perma. The only way I can think an Sr being detoggled by any mez is when carried on and queueing too many attacks thus not allowing Practiced Brawler to reactivate, but that shouldn't happen often at all. -
Thugs/FF is so overpowered that I ended up deleteing mine at lvl 20 something out of pure boredom. You can get rid full team spawns without breaking a sweat.
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I'd love to see this implemented with the suggestions nosatufer gave. Cloak of Fear would be nicer imo for tier 6 than Oppressive Gloom, that'd mean Death Shroud for tier 3 since 2 debuffing auras would probably be too much.-
Probably Shadow Maul for tier 4 would also be good. -
As I said, pointless without taking a look at the build which is where I suspect the problem is. I personally feel that a buff to SR would make it grossly overpowered for PvE since nowadays, SR well slotted is probably the best performing scrapper secondary for PvE. As it stands now, any decently slotted SR can dive into a group of +2 foes and /em newspaper while watching them miss.
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Yup the proc has a chance to fire every 10 seconds. However, if you are 3-slotting stamina then a chance of +end in the third slot will, on average, work out sightly better than a standard IO or SO with the added benefit of not being affected by -recovery.
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Actually if 3 slotting Stamina and using the proc on the 3rd slot will reduce significantly your recovery. The optimum slotting is to use the Performance Shifter proc on a 4th slot in Stamina for maximum benefit.- -
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Like I said, its only fire/kin controllers and fire/psi dominators I'm never playing. Everything else I'd give a try till it either bores me or I enjoy it.
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Btw, I use a Spines/WP scrapper to farm in case you were thinking of rolling one
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I wish my spines/invul scrapper was /wp. Invulnerability is [censored].
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????
Invulnerability is great set imho, I wish my Kat/Inv was DB/Inv or Spines/Inv for better AoE and nice secondary effects instead of the Katana [censored].
It certainly sucks against psi dmg unless you have an uber expensive build, true, but great set indeed.- -
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Touchness? Is this the /grope powerset?
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fighting pool power
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If you mean Tough, prolly the best (only imo) feature of the power "per se" is being able to equip the Steadfast Protection Def/Res Unique IO getting a +3% def to all plus, of course, accessing Weave.
Never have Tough on when on a SR, the 12% smashing/lethal res (17% if slotted) never really made a difference for me tbh, might be helpful every now and then, but not worth the end consumption of having it toggled imo, I think the OP is having trouble for another reason, taking a look at the build would be a start as suggested earlier in the thread. -
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Have you been put off anything in-game?
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Yup, deleted my fire/fire lvl 22 tanker because of the, at the time "upcoming" Acrobatics nerf.
Btw, I use a Spines/WP scrapper to farm in case you were thinking of rolling one -
45% defence gives a 95% miss against ANYONE up to +5 lvls with a few exceptions such as AVs or foes with an inherent +tohit such as Council Lieutenants or buffed Devouring Earth.