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Posts
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In the early levels I found entangling to be a lifesaver for kiting help, but could see dropping it once a build is IO'd with some decent recharge. Ice arrow is anemic in its control and if you don't have a hold to stack it with it's skippable, it's just too weak.
I found early level TA to be an odd duck on a defender felt sort of like a weak controller or dom I suppose with all the early powers being control with little debuff. Which is why mine has languished a bit.
Numbers wise for TA it would be entangling, ice, EMP, flash or PGA in that order for skipping. Flash is really useful for covering that last bit of defense though. I never use EMP on my rad defender so feel the TA version may suffer a similar fate, it's effective for what it does if you do need it though. I found the sleep in PGA good enough to help mitigate alpha and the damage debuff on teams would be worth the pick in my view.
For archery, it would be aimed and the stun, then ranged if not building for perma-insta snipe, then maybe your choice of explosive or fistful if you only want two aoes. -
Quote:Actually that's probably the safest of my assumptions. The power radius has to be stored per power somehow. Worse case is it would be pre baked into the formula for generating the 3d space of the power and then you'd just expand that with the correction.I hate for it to seem like I am making assumptions based on join date, but with that set aside it is adorable to assume that anything about this game's engine is that straightforward.
The unsafe assumption would be that there is an easily accessible means of determining model scale. Although, since I believe all hit boxes are atleast circular in the 2d you could probably base it off of that. (With the hit boxes being either spherical, easy case, or cylindrical, hard case, in the 3d)
The point really was that if one were going to tackle this problem it would be done through a similar code fix rather than tacking on a buff to enhance an unenhanceable portion of the power. -
Got bored and worked it out. Not accounting for procs it looks like the best chain
with MG is : shadow punch, smite, siphon life, gloom, smite, midnight grasp.
And without MG is just: shadow punch, smite, siphon life, gloom
The difference between the two seems to be just over 5%. And neither take really exceptional amounts of recharge.
This is sort of napkin math though. -
Assuming soul mastery as an epic so gloom is available, would dropping midnight grasp as a pick be do-able?
What would a good end game chain be and what sort of recharge is required?
MG animation with the tentacles wouldn't be something I'd really miss unless it adds a significant performance delta.
I know the chain should start with shadow punch and then have sipon life in there at some point, even if that's sub-optimal dps since it's my only source of healing, but actually working out the math to optimize is a pain so was wondering if anyone already had an answer. -
If you wanted to code for this you would essentially just rework the radius of the power from a static value to an equation.
The equation would be something similar to R = r1 + r2- r3.
Where r1 is the powers original radius, r2 is the radius of the target, and r3 is the standard human model radius.
This would leave all radii the same for normal sized models and add an enhancement for larger models. There would be potential balance issues, and database issues depending on whether or not there is an existing value to pull the r2 value from.
And this is all assuming power radius is an actual variable in the powers code. But adding a buff to large enemies would be the least efficient way to go about it. -
Yeah, it's really easy to softcap a build with shield to all 3 positions. The set looked really good to me. I just wasn't sure if there were any behind the scenes mechanics I didn't know about that made it suffer with tanks, glad it seems not. Most of the builds I played around with ended up taking all of the powers in the primary as well as fighting which is typical for my melees. I guess owts could be a sacrifice if I needed a free pick but I haven't so far.
Mace would be the concept choice.
Dark would be to fill the heal hole.
Double or triple teleport attacks with elec seemed fun too
Will probably end up mace though. Seems solid enough on ST and AoE. -
Just a few basic performance questions.
First off would be the general question of, how well does it perform on tanks? This is relative to other tank sets. It looks a bit low on resist, but that's expected from a def set, thoughts on the ability of i24 changes to improve its relative performance.
I've been thinking of pairing up with warmace, dark, or maybe electric. Would take some feedback on what works well in a tanks hands.
I'm not really looking for builds just some general performance feedback. Good/bad/ middle of the road? How's it worked for you?