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I agree I'd love to see the sonic siphon change implemented, that'd be awesome (though the numbers or stackability may have to be scaled down to stop it being OP)
What about adding a small to moderate regen buff to sonic dispersion, to make up for the lack of any kind of heals? Might help out sonic when solo (or at least the sole buffer). I have a Pain MM and the +regen aura, though not dramatic by any means, makes a noticable difference when combined with the heals and meagre resist boost, which I think could apply very well to Sonic Resonance. This could perhaps up the survivability the set can give without turning +res numbers up too high or turning the set into thermal -
Quote:I disagree. I think Sonic is a great complementary set because it does the things a lot of the more popular (well earlier at least) sets don't. I think the fact that time has the slows, the -tohit/-dmg, the big aoe heals, a small amount of +defense (at least compared to say ff or cold) complements perfectly with the vast +resist of sonic (particularly on a defender) the permable (it's a toggle) AoE -res and st -res for bosses. Two sets that give you pretty much everything, especially if they're both defenders with tactics. Whereas something like Rad would be stacked healing (which is sporadic and more difficult to coordinate than other types of mitigation imo), toggle debuffs that go down every mob, and buffs that cover the same ground, +dmg, +rech, -rech, -dmg, -regen. Kinetics would bring allies the damage cap, along with a recharge boost and an aoe heal with a twist; which slightly dumps on time's meagre +dmg making for wasted buffing, two sources of heals with only a smallish +def boost for mitigation (again, I think inferior to layers of defense/res combined with heals) Stacked recharge boosts might be nice for the team, but personally if I was playing a time alongside a Kin I would want to swap as I'd feel like all i was really bringing were some heals and meagre debuffs. Feel free to argueNow lets add time to rad or kin, would it be any more over the top. Whenever you add multiple force magnifiers you get way over the top. So when you want to balance like you say you also need to compare it to other combinations, and even with the suggestions I don't see sonic blowing rad or kin out of the water.
I must ask do you even play thermal? You do know it only has 2 debuffs with long recharges. Thermal is far from superior debuffing compared to sonic, it is a better balanced set. Now compare sonic to cold, then you will really see a superior debuffing set.
Even more than just Time, I think Sonic goes perfectly with empathy for pure defense (those res boosts make a healer's job so much easier especially if everyone isn't perma Fortituded (which is fairly common in the end game but the game isn't balanced around IOs, plus good luck giving a whole league Fortitude all the time)), and Pain as well, stacking even more res boosts with those heals to make keeping the team alive all the easier, along with two sources of AoE -res.
Thermal for the stacked res boosts really aiding Thermal's meagre healing (comparative to Empathy or Pain Dom), and again stacked res debuffs to go with Heat Exhaustion and thermal's damage boosts. I'm pretty sure a thermal corr and a sonic defender can res cap squishies, or near enough (2 defenders definately would if they turtled), and considering how comparatively more common defense boosts are (maneuvers, colds, ff, SoA buffs, etc.) that's a kind of mitigation that's hard to copy without rolling Barriers, and if you threw in an FF defender you could soft cap the team on top of all that + resist and heals, try taking the team out now.
I think the one thing that Sonic complements best (in this way at least) is Kinetics, stacking the permanent, ally based resistance debuff of Sonic Disruption and layered mitigation of resistance boosts (and less than permanent -tohit from Liquefy) to go with Kinetics aoe heals (good for melee in the team if no one else) and ability to damage cap the team on its own. I mean the only way to do more damage with a power when you're at the damage cap is -resistance, and sonic delivers it in a way that is dynamic and goes with kinetics ability to speed through mobs at a rate a set like rad just couldn't keep up with. Add an emp or a pain to that trio and you have yourselves a pretty invulnerable team that deals a lot of damage with no end problems. I think that's pretty good.
I simply think that as a support multiplier Sonic is right at the top. I know thermal does more, but that doesn't mean better in every situation. In fact I would go as far as to say if I had only one buffer on my team i'd most likely want it to be a thermal (a good one anyway) as it's the set that has its fingers in the most pies if you ask me. Sonic is more the cream you put on top of said pies, to make everything sweeter.
Now, with thermal defenders i think that gap might be somewhat closed, with sonic starting to look less special. Perhaps a buff or two to make sure that Sonic remains good at what it has always remained good at. I would suggest something as simple as a minor increase to base resist values of the grantable shields so that Sonic pulls ahead of a thermal even on a team or league where they choose not to turtle, even if in the resistance value alone. Also maybe allow Sonic Siphon to stack once or twice, to let it close the gap with traps in single target -res (it doesn't have any -regen, but if that would make Sonic OP then I suppose that's fair)
Maybe Sonic could use a little boost, all I know is that detracting from the one thing Sonic does really well is a little harsh, at least the way I see things. Though in my opinion I would kind of like Sonic to keep its niche of resistance buffs and debuffs, like FF has it's +def and KB niche, as there are plenty of sets to choose if you want to do a bit of everything (Thermal as I've already gushed, Cold, Traps, Dark)
P.S. I play a Sonic Defender and if your Sonic is a Corr or Controller and you're thinking "hmm he seems to be overselling it", that'd probably why, for which I apologise.
P.P.S. Conclusion: I think that adding a sonic to a team will see a boost in both offense and defense, however I think that the boost to defense is greater than the boost to offense (when paired with something that can heal, or buff defense in some other way). Perhaps a straight boost to DF's -res value to help the set's offense boosting power keep up with its defense boosting? That's probably the main thing I'd do, and Thermal Defenders can keep their identical res shield numbers.
P.P.P.S. Adding a psi resist buff to clarity is something I'd definately get on board with, to echo another poster in that as a buff set it shares the same hole as a lot of armor sets. -
Quote:Has any thought been given to what happens when you click AS just as you're about to rehide? This is a particular favourie tactic of mine on my stalkers to maximise damage output rather than scrapping, and i am a little sad that this awesome boost for stalkers will inadvertantly wreck my tactic, or at least lower my dps to below what it currently is by forcing me to wait an extra 2 seconds so I can AS from hidden. Don't get me wrong I'd love the option to scrap and dps hopefully will be a lot more competetive, but I'd rather not feel forced into scrapping, as I love that feeling of being on the edge trying to get as many hidden ASes in as short a time as possible (to the point where on my KM my attack chain is just AS/CS repeat, and I've never had so much fun using only 2 powers before). The DPS may not be the best but it feels so devastating to use, especially on AVs, who are taunted (so it's easier to pull off) and debuffed (so those orange numbers are MASSIVE). I'd hate a side effect of this buff to be a nerf to my favourite way of playing, as that's when I feel at my most stalkery; I have more than enough scrappy toons as it is lol.Arbiter Hawk succinctly summed up the Stalker improvements. I'll add this though:
Using Assassin Strike while hidden is still interruptible. It is the only way of dealing that massive scale 7 damage and inflicting demoralize. If you placate an enemy you are considered hidden and will execute an interruptible Assassin's Strike.
In practice these changes should feel pretty good. You can open up with Build Up>Assassin's Strike>Placate>Whatever and then go about hitting remaining enemies and building stacks of Assassin's Focus. In a more prolonged fight Assassin's Strike will be able to be used more than just an opener.
This change is also intended to solve the "very efficient team" problem. It's great that your team is super efficient at obliterating enemies, but it's a bummer for the Stalker because a spawn is often wiped out before they get a chance to land an Assassin's Strike. With the discussed changes they'll still be able to use the Assassin's Strike power and if they stack enough Assassin's Focus they'll be able to deal pretty massive damage very quickly. They'll be able to do this regardless if their team isn't allowing them to open up with an Assassin's Strike from hide.
I feel there is definitely a time and place for the Assassin's Strike from hide. The intent here is NOT to replace this power's stealth functionality. When I22 hits beta we'll have our eyes peeled to your feedback, as it will be critical to the success of these changes.
TL;DR - I love waiting for hide and sticking it to whoever has it coming. This buff would nerf my tactic of starting to AS just before i rehide so i save a second or 2 of interrupt.
A suggestion might be to split AS into two powers, one which works like now and one which is purely for Assassin's Focus (probably name it that), if it's possible for 2 powers to share the same set of slots (or maybe even go crazy give it at level one with Assassination, though that'd be kinda lame cause you'd have no slots for it, unless one slot in AS = one auto slot put in Assassin's Focus (code probably does not exist for this))
A probably much more difficult, but simpler for the player, solution would be to calculate if by the time the attack would animate would the player have rehidden if it were to use the interruptable version, if no then use the uninterruptable AF buffed version. If yes it works as it does now, rehiding during the interrupt period and striking for full hidden damage.
Also I apologise for the rambling; I just got off a pretty heavy shift. -
In my experience they don't, I have a level 50 (+1) ninja/ta and level 50 (+2) bots/pain and if you sic all your ninjas on a boss, they tear through them noticably faster than bots would, especially if you use the smoke bomb on a jounin (oni can't be trusted to just attack). So long as they survive anyway. But they do tear through bosses. Bots just AoE too much to compete in that area.
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Quote:It was my understanding that was due to the fact Psy Scream is a big part of Psi Assault which was also being ported to Blasters (with a heavy Psy Shockwave nerf which subsequently went back to Domis), and if devs ported the set with watered down Psy Shock and no Psy Scream the set would have been a lot less appealing, to me at least as unlike Psi Blast it is a set known for its aoe. Though this did have an effect of polarising the sets I love /psy and think devs made the right decision in this respect. That said maybe it wouldn't hurt trying to slot a new aoe in the primary, or at least buffing Psinado.The only problem with this is that except for the shorter range, Blaster Psy Blast's significant drawback isn't it's single target burst damage. If they were worried about that, the introduction of an Aim clone and removal of an AoE power seems a very strange choice of edits to the set. If anything, Blaster Psy Blast seems specialized for PVP. The removal of Psychic Scream speaks to a motivation I can't name, possibly that they thought psychic damage would cut through PvE content much better than it actually does. Subsequent comments from developers indicates that even today it is generally believed by many developers that Psi has a significant PvE advantage.
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Kinda funny you can agro cap an enemy solo :O
Gonna see if I can fit this into my Thugs/FF
Finally a use for Burnout! Can anyone think of more? I guess nuke/blues/nuke would be one. Double LR + SC for those crazy rare Elec/SDs. Does Fiery Embrace stack? I'm guessing no. Here's one for the math monkeys; what happens if you follow Eagle's Claw with Eagle's Claw? Would your crit-rate go crazy high or no? would Burnout + EC outlast the crit boost duration anyway? If so, sad face.
What tangent? -
I love this concept so much! I would roll one now if i didn't already have an incarnate ninja mm, though I might just suggest it to any mates looking to get into masterminds as it sounds so involved and so much fun!
As an aside I think this playstyle screams for an option to use or a new mm primary with melee based personal attacks. Perhaps some sort of Barbarian (or, you know, sword fighting) minion set, with you as the commander, leading from the front! TO BATTLE, MEN*! (also a handy place to introduce MM pet customisation of some kind, to allow for different period pets, from classic barbarian to roman to medieval to a more modern take like the Warriors.)
*Or women. Pet customization, people! -
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Because no one has ever used a comparison or an example to try to make a point before
and also when i said "there is no question which tool is better for long term survival" you know I was talking about DR right? -
The problem is that if you're 1v1 on low health, you'll hit DR and expect to be healed. At the accuracy cap you've got a 5% chance of missing. On an /EA you would know that ED will only negligibly heal off a single enemy, and wouldn't bother with it, opting for mez, running away or killing it. You EXPECT to be healed using DR and it can let you down. With ED you are never let down, ever (unless you yourself fail to catch any enemies in the pbaoe, though of course DR is the same in this respect). Therefore Energy Drain is indeed more reliable. This does not mean more effective of course, as similarly using a Respite will be more reliable a heal than having a pocket empath, however (with a competent player of course) there is no question which tool is better for long term survival.
Though on a personal note, I will add that I LOVE filling both hp and endurance bars at the same time. It feels so efficient! -
I think he talked about the end return as a kind of side bar to demonstrate the awesomeness of Energy Drain, mentioning it primarily for its heal (which is pretty substantial in a large mob), and that recharge bonuses ARE, in fact, useful for survivability. As well as end management, though that was beside the point :O
Plus killing stuff quicker makes you die less. -
I like my Thugs/FF for the new incarnate stuff. With PB bubbles my pets are running around 71% def iirc, which is over the new softcap! WOOP! IN YO FACE TRAPS!
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I think it's about the fx of being see-through rather than PvE stealth radius at any given moment that the OP is after (though being legitimately stealthed wouldn't hurt thematically (if a hovering weapon was coming at me with a man appearing to control it I'd go straight for the man), though depending on what type of character your buddy is making it might make it trickier mechanically if he always has the agro).
Perhaps get your friend to take Grant Invisibility, as I think the recipient will appear invisible (at least more than stealth) for the duration of the buff, though the stealth effect, that is, the one that stops enemies seeing you, will suppress as soon as you attack, but can be re applied at any time so long as the caster can be bothered. I'm pretty sure weapons would remain visible (I seem to remember at least powers like Stone Mallet remaining visible in the hands of my curiously grant invised stone/stone tank), but if they did i would suggest something along the lines of an axe/mace tank/brute as they seem to have the most varied in customizable weapons; your owner could summon you as a medieval battle axe, fireman's axe, rikti sword, and a hatchet, or as a club, warmace, sledgehammer, pipe wrench, baseball bat, SHOVEL. If it were me I'd probably go for war mace, unless the more 'makeshift' weapons don't really fit your friend's character concept, in which case axe or maybe broadsword (or dual blades for the I HAVE TWO SWORDS ON MY TEAM factor) -
From my experience Shadow Meld (from scrapper/stalker patron pools) makes you pretty see through. Though the green glowiness (at least i think that's from the power, may just have been the regen scrapper I saw using it) makes it far from perfect
I'll know more when i get it on my /ea stalker -
I got Aid Self on my KM/EA Stalker, and I think to be honest that having both is a great thing. In a team (yay teams), if you do it when the enemy spawn is still alive or mostly alive, when slotted for heal, you get a very decent boost to health. My Energy Drain requires 7 targets to out heal my Aid Self (both powers are at 91% heal enhancement in my build) and as us defense setters know (SRs/Shield etc.) Aid Self combined with defense is great. Energy Drain gives us the same (or better) benefit when in a big spawn (which is the only time i get hit bad anyway, except for a lucky boss hit, in which case placate/run away + Aid Self, then AS) AND at the same time fills your end bar completely.
Combining the two (decent spawn Energy Drain + Aid Self) gets you fully healed from pretty much dead, and if you're lucky enough not to get hit from when you hit ED onwards, you'll only be a couple of seconds from rehiding. Which is great from a timing perspective, as if you take an alpha or some such - pop ED - pop Aid Self - reaquire a priority target + AS/wait a moment and pop your AoE.
I LOVE Energy Drainit's like Stygian Circle for the living foe!
(not sure if it'd be too competetive on a brute though, even with the defense you'd probably expect to be hit a lot, at least more than an EA stalker with similar numbers and I wouldn't like the idea of Aid Self on a Brute too much, as they're supposed to be: HIT HIT HIT HIT HIT HIT HIT *rage crash* *weep* HIT HIT HIT)
p.p.s. Thank you Castle! You threw this set a bone and for that I loves ya -
Would you have to apply the heal on someone or just click it with a target in range and keep running?
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I dunno if that does so much more damage since the SC nerf and buffs to FE and Burn, to the point where I'd venture the fire would do more damage, to make up for its relative smooshiness
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On my nin/ta i just alpha with PG Arrow and then glue followed by res debuffs and then rock a combo of aid other and aid self, spamming smoke bombs on my jounin if i have the time and end. I don't solo +4x8 but i destroy bosses and have a great time doing it (i also have vengeance for ANGRY NINJAS!!) Oh and i have both pet uniques if that's what not what everyone else is doing.
I have my bots/pain and thugs/ff for hardcore business, my nin/ta is casual and a lot more "End him, my minions!!" i love my bots and thugs, but ninjas are FRIKKIN NINJAS man! -
you can resist repel with kb protection (or at least i have in pvp), but I don't know how much you need
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Quote:and also recluse's chosen one system presumably works around prisoners who are locked in the zig at a particular time, and I don't think Paragon City is the kind of place where young offenders are put in with some of the worst criminal masterminds and supervillains in the world. Moreso Paragon Juvey kinda has a ring to itWe can't play children because you have to be an adult to get a hero license. Arachnos won't issue villain licenses to kids either no matter how evil they are. Lord Recluse refuses to believe that a kid can be his chosen one - mostly because of the implications of those words.
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MA/Stone Brutes please. Granite Eagles Claw = instant win!