Starsman

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  1. Quote:
    Originally Posted by dugfromthearth View Post
    medicine pool would be fine if you could get a heal self without taking other powers

    it has to be worse at healing than actual healing sets
    I would make Aid Self a 90 second recharge (instead of the current 20s recharge) and remove the interrupt window. That makes sure it's significantly lesser than Reconstruction.

    Aid Other, remove interrupt, increase recharge to 15 seconds. That makes it much inferior to Empath's Heal Other.

    Stimulant: remove interrupt.

    Resuscitate: remove interrupt.

    Add a PBAoE heal. Basically Healing Aura with a 30 seconds recharge.

    Let's see if i happen to nail any of those
  2. Quote:
    Originally Posted by Nalrok_AthZim View Post
    They only demonstrated two pool sets but made it very clear that all non-five-power pools would be getting a looking at, as well as 'powers deemed not so good by players.'
    Ah cool. While I am at it, I want to make it clear I deem Instant Healing to be a horrible power.
  3. No mentions about Flurry? That power really blows...

    The medicine pool is another horrible pool, would love to rid it of it's interrupts.
  4. In an SO only world: what is your goal with the sustain powers?

    How survivable do you expect the average blaster to become compared to... lets say the average stalker?
  5. Quote:
    Originally Posted by Arbiter Hawk View Post
    Hah, you caught me... but it doesn't have a t3 blast to benefit from that range buff, and has been bandied about as an underperforming blast set due to said lack of t3 blast, which is why I brought it up.
    *cough* tesla cage *cough* give it damage *cough*

  6. My apologies if this has been asked already:

    Many builds have no native ways to buff to-hit, between them various Dominator builds and most Corruptor and Defenders using AR.

    In addition, for many levels in certain builds the change will not have any impact, it will not be until heavy SOs that builds like AR/Devices will start to shine (although once the ones that do shine, they will shine big time.)

    I have seen already (and share) the fear that although during times that ToHit buffs are strong, snipe will be great, it will still feel situational and it will be one power that may need to be taken and slotted but only to be used if teamed up or situationally (under Aim uptime.)

    Is there any plan to further improve Snipes outside of this to-hit buff, similar the buff Assassin's Strike received while out of hide?

    I would love (if it was technically possible) for the snipe to be usable as an average DPS attack (between 0.75 ds and 0.85 ds) if ToHit is under 22% and the attack is being used within 80ft of the target, leaving the old fashion snipe only for use while over 80ft.
  7. Quote:
    Originally Posted by StratoNexus View Post
    Well, you may not know this, but I hear Electric is actually low on mitigation in general (with IOs it gets a lot better).

    Want to check out Ninjitsu or Ice?

    A blaster build with Scorpion Shield could be neat too.
    It did seem to be a bit weak. I thought most people sound happy with the Energize change, does not look too beefy in numbers but I understand Power Sink can actually add to some indirect survival effects, kind of like holds.

    I will likely check all armors soon, right now I am rebuilding all my calculation tools and doing concessions I didn’t do in the past (from now on I will count debuffs like Chilling Embrace as "perks" and not direct mitigation due to many tiny intricacies. In short, i think I used to attempt too hard at micro-measure some effects.

    Also working on some new DPS tools, got to be geared up to spam Synapse and Hawk over tankers

    Edit: ARG... i forgot how ice is so debuf centric.... ugh... cant ignore that...
  8. Quote:
    Originally Posted by StratoNexus View Post
    lol. You suggested an Electric stalker can run out of endurance but aren't worried about my /Fire manip blaster's endurance concerns. Too funny.

    Thanks for the information, I appreciate the time you are spending checking this out.
    Actually, there is a reason on top of the synergy with Tough that I rolled the Elec armor numbers instead of the Willpower ones I actually think that one set may be able to run all that.

    But at least in my experience with blasters, not having many natural toggles to keep running does free a lot of endurance for ofense or for stocking up on Pool and Ancillary toggles.

    Quote:
    Understand, I added no extra powers beyond the same number you added to the blaster, so any complaint of the Stalker missing out on taking other powers applies to the blaster equally (but you probably think a lot of blaster powers should be skipped anyway, whereas the stalker has lots of good stuff to take).
    There is that. Not just THAT THAT, there are a lot of fun toys in the blaster pools, but none are as necesary for the blaster as armors are for a melee character. Heck, just to run all that the elec stalker cant even skip on the optional utility tool either: Power Sink

    Edit:
    Also, you went with Shadow Meld there. Thats just one very specific Ancillary pool. Nearly every blaster Ancillary pool has options to Charged Armor, some stronger in certain aspects (Like Temp Invuln that cuts down the energy to pump up Smash/Lethal a tad more) or ones that give Smash/Lethal defense, great for stacking on top of IOs and that have the potential to protect you from any attack that contains smashing or lethal (a huge number of attacks in the game.)

    I am not trying to make the build you propose irrelevant, just noting that it's no huge sacrifice for the blaster to get these powers, not even a concept breaker.

    OH and also: I was analizing the only Blaster secondary I have numbers for: Devices.
  9. Quote:
    Originally Posted by Arcanaville View Post
    I don't think that was necessarily 100% deliberate. The only thing I really think about TD is that Arbiter Hawk wanted /devices to be able to perma this effect a lot easier than most other blasters to give it an advantage.

    If we increase the blaster melee tohit buff mod from 0.075 to 0.125, that would make them the undisputed King of Aiming (that's the same mod value Defenders use for the ranged modifier, making them King of Helping Other People Aim). Build Up would increase from +15% to +25% and be over the limit without tohit slotting. Targeting Drone would increase to 23.1% and be over the limit without even slotting it. Slotting it would make it protect against tohit debuffs better (and it has tohit debuff resistance). Soul Drain would increase to +15% for the first target and 2.5% for each additional target and be over the limit with four targets total. But Tactics would be unaffected.

    To me, those all sound like good things to have happen.
    You wont hear any arguments from me on that. I just was curious about that one point.
  10. Quote:
    Originally Posted by StratoNexus View Post
    What happens if the Stalker has Tough(3so), Weave (3so), Combat Jumping (1so) and Ancillary Shadow Meld (3so (recharge)).
    Other than running out of endurance with that number of toggles and being forced to pass on a lot of attacks or epic powers?

    Let me see with Electric, that can leverage Tough best:

    83.22 DPS against Smash/Lethal
    111.02 DPS against Energy
    68.03 DPS against Negative
    70.73 DPS against most other damage types

    This is spamming Shadow Meld on top of Spaming Energize, and making an average of the effect over time.
  11. Quote:
    Originally Posted by StratoNexus View Post
    But changing the mod Arcana is talking about will have no effect on Tactics.
    Sorry, I meant because of Targeting Drone, power that would be affected.
  12. Quote:
    Originally Posted by Arcanaville View Post
    One potential source of improvement was on my list of blaster issues from before he announced the I24 changes: for some odd reason Blasters have the worst melee tohit modifier - basically the one that is used for self-buffs. That's why BU is +20% for scrappers but only +15% for blasters. Increasing the melee tohit buff modifier for blasters from 0.075 to 0.10 (the value that scrappers, tankers, stalkers, and brutes have, plus defenders) would bring BU up to +20% and make it far easier for BU to trigger insta-snipe, and it would make it trivially easy for targeting drone to do so without going to 4 slots. And premium players without access to the invention system won't be as disadvantaged from not having kismet accessible.
    It was my impression from your comments that the 22% requiring overslotting Targeting Drone was not a coincidence...
  13. OK, as I edited to note in my last post, i found another error in my previous calculations. Anyways, following is a table of DPS numbers the listed builds can survie without having their HP bar dent. Once that number dents, you start dying. How fast you die depends how much over the DPS you are facing, but basically 100dps over the values mean you die in 16 seconds:
    • Live Blaster, with unslotted health (default slot empty): 9.37 DPS
    • Live Blaster, with Health 3 slotted: 11.91 dps
    • Proposed device blaster, with Field Op 3 slotted and Health 3 slotted: 36.0 DPS
    • Willpower Stalker with every power 3 slotted for all effects and spamming their heal: 67.24
    • Electric Stalker spamming Energize (benefit averaged) 44.16 to 49.26 dps(depends on dmg type) 72.25 dps for energy.
    This should help put things on perspective as to how strong this sole toggle really is.
    Edit: going crazy:

    A Blaster with Tough(3so), Weave (3so), Hover (1so) and Ancillary Charged Armor (3so) would get:
    71.19 dps against smash & lethal.
    56.08 dps against Energy
    41.27 dps against everything else

    Just compare the smash/lethal against Energy Stalker's Capped resistance!

    I think I must reverse my stance on increasing modifiers for self resist and defense to scrapper/stalker levels...

    I can't wait to see the strenght and average uptime effect of the other powers.
  14. Quote:
    Originally Posted by Another_Fan View Post
    Are you sure they aren't interruptible ? I don't take them on my doms anymore but I seem to recall starting them and interrupting them to build domination.
    Maybe my memory is failing, it has been a long time... maybe the idea was to make them have higher DPAs than the low recharge versions...

    But if they still have the interrupt window then those snipes are worse than I thought... sure better DPAS but due to the interrupt window blaster snipes get 20% bonus damage. Dominator snipes get no bonus damage, they just do standard damage proportional to their recharge.
  15. Quote:
    Originally Posted by Muon_Neutrino View Post
    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.
    I'll have to double check this once I get home... I recall them having the interrupt removed and recharge increased back during the Dominator revamp... maybe that never made it out of testing...
  16. Quote:
    Originally Posted by StratoNexus View Post
    Wouldn't it be more appropriate to say it is no change at all? They didn't actually make dominator snipes worse.
    It is my understanding the slow snipes with 20s recharge for dominators was an experiment by Castle. If we are going through this now, I guess it means it's a failed experiment.

    I would assume, should Dominator snipes get these improvements they would also be reverted to their old form. Either that, or the improved snipe will be 2x bad (but no nerf) for doms, since it would be on a 20s recharge instead of the standard 12s.
  17. Quote:
    Originally Posted by Another_Fan View Post
    As long as the DPA was around 1.0 DS and the attack wasn't longer than 3 seconds (ideally not longer 2) that would be fine.
    I think we are getting somewhere here...

    So, what I am gathering is you dont really care THAT much about specific attach chains, or situational pre-fabricated chains, as long as you can recycle the attack power selection in less optimal chains, right?

    Quote:
    Dominators really got the worst of the snipe changes.
    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.
  18. Quote:
    Originally Posted by PrincessDarkstar View Post
    I couldn't find your exact post (These blaster threads are moving quickly!), but I assume it was you that I was trying to remember. I think you might have mentioned it would give elec a 3rd blast, which was what prompted me to put T3.
    I did say that part, that it would basically kill 2 birds for Electric Blast.
  19. Quote:
    Originally Posted by Another_Fan View Post
    Absolutely. I would probably want a 1.0 DS so they at least were on a par with T1 and T2 blasts, they do have a 12 second recharge time.

    Edit: Its the whole master switch aspect of the new snipes that is objectionable (well and the fact that they are really gifts to defenders and corruptors ATs that didn't need it)
    Even if the animation was slower for the "regular" version? (Still with the dps range I noted, just saying it potentially would have variable cast time like Titan Weapon attacks.)

    Edit: And I do think the snipe issue is an issue with every single offensive ranged set that has a snipe. This is not a "freebie" for characters that never had it. Heck, a lot of defenders, corruptors and dominator builds will still see this as useless since without team buffs they will never be able to se that ToHit buffing.
  20. Quote:
    Originally Posted by PrincessDarkstar View Post
    At level 50.
    How about at level 23? Or lets be generous, level 25?


    Quote:
    They should have made snipes useful and not reliant upon some gimick. Someone else suggested making them work like T3 blasts when you have low tohit and like powerful but fast acting snipes once your tohit is high enough. Then people would always take them, but occasionally get a bonus. Currently it feels like a penalty even more than it did when they were totally useless.
    I have sugested something along those lines a few times accross these threads, although never said T3 so I guess some one else also had the same idea. Note I am not arguing the viablity of the snipe, i do think it's too situational still, just was commenting on skipping those powers on damage oriented builds.
  21. Quote:
    Originally Posted by Another_Fan View Post
    Agreed but I think I miscommunicated. It isn't that melee sets don't have situational powers, Its your melee base chain will consist of 3 or 4 that you take and use and will do your great damage for you. You toss out divine avalanche when you want more defense, touch of fear for extra mitigation and fault. Those are situational powers where the situation isn't all the time.

    As things stand with snipes their situation is all the time and when you can use them is when the stars align.
    A_F, would you feel better if snipes, outside the 22% did acceptable damage so they are "OK" attacks? Lets say something perhaps in the 0.75 to 0.9 DS Per Activation second.
  22. Quote:
    Originally Posted by PrincessDarkstar View Post
    Bu is once every 90s? (Or is it 120?)

    I already skip Build Up because the uptime is worthless outside of massive recharge builds, and being able to use a power I wouldn't normally use once in that stupidly long gap is no reason to take it and dedicate what would likely have to be 6 slots to it.
    It has a recharge of 90s, 3 SOs drop it to 46s. Same goes for Aim.

    Some people like A_F like to stack them. I personally find it's better to alternate them. If you alternate them you technically have a damage buff 41% of the time, that's without heavy recharge build or even taking hasten.

    Skipping these powers is, imo, insane unless you are a tanker or dominator who's build is build around tanking/croud control.
  23. Found an error in my previous calculation, it's fixed now in an edit to the post.
  24. Quote:
    Originally Posted by PrincessDarkstar View Post
    I honestly see this as changing snipes into a power on at best a 30second recharge, which is awful. And they weren't even boosted to 1 shot LT's.

    People seem blinded by the tohit gimick.

    I posted this in the other thread, but figure since people seem to be spread may repeat/rephrace it here:

    The more I look at the snipe thing, accross multiple ATs, the lest I think it will work as an universal fix.

    I think the mechanic is great, it's outlilned in a way that blasters are more likely to be able to take advantage of it than most other ATs, something I think is good.

    But despite the uberness of AR/Devices once IOd or Overslotted, the effect may be entirely unaccessible to many defender, corruptors and dominator builds, who will in turn just feel the snipes are still just a burden in the set design.

    Would be nice if they actually followed the full rendition of the stalker change, with Snipes becoming regular attacks that don't wooo if used outside of the tohit buff or under a 80ft range. Keep them interrupt snipes at over 80ft range if under +22% tohit.

    This would make snipes useful for many sets without boosting dps drastically and at the same time helps Electric Blast and the complaints of the set having no viable ST damage chain.
  25. Quote:
    Originally Posted by PrincessDarkstar View Post
    WP stalkers get a heal.
    I counted that heal in my calculations. Keep in mind: Stalker Willpower only gets 146.25% regen. Compared to that, even with the extra mitigation and Click heal they get.... 360% regen in a single power sounds insanely powerful... specially if the build also takes things like Tough, Weave, Combat Jumping and IO bonuses to soft cap defense.

    Edit to expand:

    Quote:
    And from my experience blasters tend to fall down dead rather than get slowly whittled down. Regen doesn't give them any way of stopping an entire angry mob from flattening them like nearly every other AT has.
    It does not matter if you have resistances or regeneration or defences, etc (unless you mixing them together for insane builds) what matters is that the final build effectively regenerates more damage than it's being inflicted per second.

    Sure, you wont be taking an alpha, guess what? Nor do most non-IOed stalkers.