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Quote:Let me check the guide.... am I the only one who loves the massive -Rech in psychic scream as well as the extra damage? Seriously? You could rip Drain Psyche out altogether and I'd probably still roll */mental.
Quote:In addition to Concentration, which is this set's name for Build Up, the other two stand-out, great powers in the set are Psychic Scream, a big cone damage power you get early and Drain Psyche, a PBAoE +Regen/+Recovery power which comes in right at level 20.
Psychic Scream Level 10 Moderate damage, Range Cone Attack, with a great -recharge effect. The 60 foot base range on this cone makes it very easy to get a large swath of enemies inside its AoE. It has a relatively quick recharge and low end cost for its damage level. This is one of the best powers in the set, although you can make a successful build without it.
Archery - Fistful of Arrows + Psychic Scream are two great cone attacks, with good range, that you get early so you can put out some good AoE damage.
Assault Rifle - Psychic Scream + Buckshot gives good early AoE output, and adding Flamethrower at 18 shoots you through the roof.
Electrical Blast - Mind Probe adds another single target attack. Psychic Scream + Ball Lightning gives good range AoE output.
Energy Blast - Psychic Scream (notice a trend?) + Energy Torrent gives good range AoE output and good control.
Fire Blast - Fire Breath + Fire Ball + Psychic Scream is stunning AoE output available early.
Ice Blast - The slows from Ice stack really well with the -recharge from Mental. Frost Breath + Psychic Scream is good AoE damage early and the combo is devastating AoE -recharge.
Psychic Blast - The -recharge from Psychic stacks really well with the -recharge from Mental. Psionic Tornado + Psychic Scream is brutal AoE -recharge. Psychic Blast's lack of AoEs can be covered by the plethora of AoE in Mental.
Sonic Attack - Howl + Psychic Scream are two cone attacks, with good range, that you get early so you can put out some decent AoE damage. Shockwave gives you a ton of control that you can utilize to get the above combo off more easily. -
Quote:Sonic/Mental and Ice/Mental blasters UNITE!!!There are combinations that are getting 0 boost from the changes. Logically if all blasters were underperforming and you get 0 improvement you will still be underperforming.
Picturing all the mitigation those particular combinations have makes me wonder if they were kind of OK? That said, in addition to thinking the sustain changes are not enough, I do think Drain Psyche should be adjusted as well. -
Quote:Will my blaster get mez protection and longer mezzes too from Domination?I'd also be ok with a To Hit bonus being added to Domination so that a Blaster who builds to take advantage of it can get reasonably permanent FastSnipe using Tactics, Kismet and Domination.
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Quote:AoE is trickier to look at. Electric is obviously not a top performer here, but it does fall into the median and it has some advantages (of course, the PBAoE nature is a strong disadvantage).It also has weak in-set AOE; Short Circuit is just bad as an AOE and while Ball Lightning is functional it's nothing special. I'd propose changing Short Circuit entirely to something that matches Jolting Chain in initial design and graphics, but has Short Circuit's functionality with a significant cast time advantage.
Short Circuit does OK damage, is gigantic, drains a ton of bad guy endurance, and can hit 16 foes, unlike most other sets that have a cone which only hits 10 (oddly Irradiate deals a bit more damage, SC is the "correct" amount based on the formula, but SC also has an end discount for the damage it deals (there are other oddities with SC and Irradiate, but I digress)), it just has the painfully long animation. AoEs are not generally judged by DPA, you use your two in a group and move on. From that PoV, Electric's AoE is median.
That said, it and Combustion use the same (beautiful) animation and that animation can remain beautiful, have the exact same overall look, AND easily be 1 to 1.5 seconds faster. Short Circuit with a 1.83s cast (1.98 arcanatime) would be a large improvement not just for less time posing in the middle of the spawn, but also in getting the cycle time down for the drain effect. -
So Water has the good AoE and a nice heal. Maybe this will be impetus for them to lower the tier 9 recharge to 2 minutes.
Ice has lots of mitigation and will still be decent single target.
Sonic still improves team damage very well and has lots of mitigation.
Dual Pistols... We will have to see how good the animation changes are, but even I think this could be a problem (and I am a defender of Pistols generally). Maybe this will finally be the impetus to buff Swap Ammo's effects.
My musculature backed tier 4 Pyronic doesn't work nearly as well as this claim lays out. And I have never seen 1 judgement handle mass mobs in the game's harder content. Oh sure, fighting in the ITF at low difficulty, but fighting level 54 IDF or DE or BP? Not as much handling on its own. -
It does also have to work for Rogues or for less notoriously horrible villains. That should be considered as well. But I agree removing the pause fine pause would be better in this case (but not really so much better that I worry about it).
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Quote:Sometimes, not usually. Maybe even rarely. It is likely true that more often than not there should be side effects some people can make better use of than others (and the others get their own side effects they do better than others).It isn't usually a good idea to have side effects (Good or bad) that some people can make use of and other cannot.
Quote:If the intention was that it should be a once every so often ability then they should have used a different mechanic.
It is unfair my Fire blaster gets Blaze. It is unfair my Ice blaster gets Freeze Ray. It is unfair my SS brute gets Rage and Foot Stomp. It is unfair my Grav controller's AoE stun can also position spawns. Lots of things are unfair depending how you look at it. -
I am guessing that is how it will work, but that is still a HUGE improvement because right now Blazing Aura shuts off when mezzed.
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Quote:It looks like corruptor VS can scourge, so it should be very useful against Tyrant (of course, a Fire/Cold corruptor is amazingly potent).Btw just one question, as a corruptor, wouldnt VS be useful in this area against tyrant? just a thought cos i rolled a fire/ice corruptor some weeks ago for itrials and im going for mu mastery for energy protection.
EDIT: im thinking of rolling an elec/kin corr and get him to sap everything he comes across, need to look into ipowers and see what6 would increase his -end.
If you have never used VS, it currently is pretty annoying. It has a long cast (3.3s) and only lasts 60 seconds. While it is potent over that time frame and worth it, especially against one hard target, it needs to be monitored because the power will recharge long before the pet dies, but you can only have one at a time out. So you don't just activate when it recharges, but have to pay attention when it drops. Watching my own buff bar for the blinky VS icon and then missing the Air Crackles has happened to me.
The good news is, Hawk mentioned VS is one of the powers they are looking at for possible Electric blast improvements.
Quote:We will probably measure and adjust Voltaic Sentinel's uptime and DPS to make it functionally equivalent to having a tier 3 blast. -
Psy has Aim, it is just called Psychic Focus, so take heart and think the mobs dead if you want.
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Quote:The snipe change is supposed to improve snipes, not solve all the blaster problems. I think it makes the snipes very attractive while also not making them must haves. The snipe change hits its mark very close, you are looking at the wrong target.The snipe change misses the mark completely. Even with the survivablity changes, I'm fairly certain blasters will remain the squishiest at. So to make up for that, they should be the best at dealing out damage, which is what the at is supposed to be all about. This snipe change is not going to put blasters above the other ats in terms of damage dealing ability, not by a long shot.
Quote:I would have preferred improving blasters aoe damage output by altering their nukes.
True nukes being on a longish recharge is OK with me. I don't need them to be up as often as HoB or RoA. But the long recharge is limit enough. None of the crash is necessary, although I do understand it is thematically appropriate. I would want the -recovery eliminated and I think the end drain should be to 10%, instead of 0 (if it wants to be kept for theme). Perhaps add a -33% damage debuff for 20 seconds after nuking for thematic reasons (current nuke's negative can be overcome with a blue, this one could be overcome with a red). -
Quote:I agree that it lacks consistency. I don't think the variance is very large and I like that the variance has been added.I love having sets be diverse and act in different ways, but Snipes are a consistent power across the board that works in the same way between sets currently. The proposed changes make them somewhat more useful, but not in a consistent way as they are now.
Quote:I call it odd, because when it came to other powers that affected multiple powersets, the devs have usually been a lot more inclusive (hence my looking at Assassin's Strike and other recent combo abilities).
Quote:The new snipes don't mesh nicely with the sets they are in, they require extra powers or insps to use effectively, with the exclusion of Devices.
This does seem likely. They have mentioned they don't want the kind of mitigation that would allow them to take Alpha strikes in general. That said, with IOs, blasters can get pretty good at avoiding a lot of damage. The I24 sustain addition is not strong enough on its own to survive large spawns, but on a solid blaster build it should be very noticeable. My main concern over this being all they might add is not what my level 50 IOd, Incarnate blasters can do, which I think is going to be quite a bit improved, but rather if this will help blasters (enough) from 20-40+. -
Quote:Wow. I don't think you are ever going to be happy in this area then. Even melee sets vary by more than that. I am for some buffs to Electric, but I do think being ~20% lower than Fire is fine.A 20% damage nerf because you bring "support" to a team is far, far too much because first and foremost you are a blaster.
Yeah, but you said Hybrid didn't help Ball Lightning. I never disputed anything about VS and Hybrid interaction and fully support making VS better, including allowing Hybrid to affect it.
Quote:The idea that a Blaster's utility kicks in after ten seconds or so of pounding on a mob is a horrid idea, because solo that means the Blaster is dead. We simply don't last that long solo. In a team, the enemy group tends to be demolished in 10 seconds.
I understand some sets secondaries take hold faster. But not all do. The slows in Ice still allow the full enemy chain before they start helping. Mitigation techniques often take longer to apply than offensive increases, Dark can get some modest debuffing going pretty quick, but can ramp it up even higher with time. It is nice that Beam's secondary effect occurs failry quickly, but that secondary effect cannot negate an entire spawn (yes, yes, death is the ultimate debuff, dead mobs don't shoot back and other boring things that ignore the reality that not everything dies in 12 seconds).
Quote:Tyrant has tons of mooks around him, which the VS would be targeting all the time.
Quote:Voltaic Sentinel should be a high performer against Tyrant, especially once you get to the actual hard part, since the Olympians will be gone and it will only have one thing to shoot at (although it may also sometimes shoot at the Lights if Tyrant ends up near them, I haven't monitored that on my Emp/Elec). -
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Quote:So far they all sound good to me, although I have worries about /Dark, even its power sounds good.I think the sustain changes are woeful (In execution and intention), changing the downtime period on an AT who's downfall is being killed VERY quickly does next to nothing in my eyes (If I see a Fireball getting to the mob before me I know pretty soon there will be a dead blaster behind me, but it is only blasters that have such a problem), and the changes have been tacked onto powers that create an imbalance between the sets because some got good powers and some didn't. It also makes it harder to make the grand changes I think are necessary because now every set has an overpowered power that they rely on and are nearly required to take (Which is always bad design).
Back in the distant past, before I13, we didn't have all these IOd Defense builds running around because you couldn't really get there with what was available. I built my blaster around regen, because one of my problems was the fact that I could survive fights, but then had to wait before engaging more. While I am of the belief that this is not going to be enough, we are getting a lot of regen. This is significant and will be a large help (but blasters have a long way to go), especially on high end builds.
But that last bit is one that bothers me a little. I have a few blasters in the early twenties and those are what I will be transferring to beta to test with (although I will also test with my 50 Fire^3). I am very curious how this will help in the 20-40 range, and I just ran two blasters up (one is at 40 and one is at 32), so I have a fresh basis of comparison.
Quote:Lastly I think the very fact this is the way they chose to start means the devs either think the tank already has more than 12 gallons in it, or that they would be happy filling it to 18. Or worse, that they can't afford the petrol to fill it all the way to 20.I understand their concern with giving too much though. If you give too little, you can feel free to add more. If you give too much, it is harder to take some away. Look at the hand-wringing they are doing over Drain Psyche. This is the perfect opportunity to adjust it so that it helps more at the low end (or even without any enemies needed) while also bringing its ridiculous high end in line. But they are hesitating, and rightly so, because they don't want to take away something they gave us in the past, even though they know they should.
Here are my hopes.
1) They can determine this will not be enough in beta and implement some additional mitigation by I24.
2) If that is not possible (and it very well may not be), that they have a form of additional mitigation laid out and prepped so that after gathering some data on live, if the changes made in I24 turn out not to be enough, they can more quickly implement additional changes (say by late fall) rather than having to wait until I33 to look at blasters again. Use this time focusing on blasters to be prepared and ready to deliver on the statement that the beati... er buffs will continue until performance improves.
3) Increase the blaster ranged dam mod to 1.25 and the melee dam mod to 1.125. Increase the corruptor ranged dam mod to 0.9. Increase the defender range dam mod to 0.8 and give defenders scrapper base HPs and the stalker HP cap. (what?)
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Quote:Sigh. Define compete. Does it need to be only 2% lower than Fire? 10%? If the DPA is 30% lower is that too far?Putting Ball Lightning in the chain doesn't allow Elec Blast to compete with the likes of Ice, Fire, and Beam Rifle for the following reasons.
I know it likes to be said that drain is useless, but bosses last longer than 12 seconds usually and they can be drained in that time without huge build requirements. Most people agree that Elec has at least some utility so it is OK to be lower than sets with less utility. How much less is acceptable? I am not sure, my gut tells me it should about 20%, but I could see 30% and not be offended. What range of DPS variance should exist between the bottom and the top?
Quote:It is not easily attained, making using it during the leveling process quite silly.
Quote:It does not enjoy any significant benefit from Hybrid Incarnate powers (the same can be said for Voltaic Sentinel, a fact I intend to point out to the devs in a powers breakdown, because it needs to happen).
True.
Look, when I said Elec should do well against Tyrant, I was trying to say that at the high end (which is where we fight Tyrant) Electric is not terrible and that while other blasters were dealing no damage running away from Flow, VS would still be happily plunking away on Tyrant. I was not saying Elec blasters would outdamage Fire blasters or provide the extra -resist like a Beam could. Just that VS gave them one advantage and that they were middle of the pack, not bottom. -
Quote:No, my argument boils down to:Your argument basically boils down to "It's not doubling the overall damage sets had before, so it's fine"
Quote:Importantly, while it is strong, it is also not so strong that you are seriously hurting yourself if you don't make it perma. Therefore it is not a bad thing if some builds are perma fast snipe and others choose not to be.
You then said the new snipe was very strong, the DPA of these things is twice that of any of the other power in most of these sets, and this would widen the performance gap between high end builds and other builds.
I then suggested that the difference in DPS between those who had perma fast cast snipe and those who just have occasional fast cast snipe will not be very large and depending on the builds the perma snipe build might not even be better DPS. I think chasing a perma snipe build will be a viable choice, I don't think it will be the only viable choice.
I'd say it is more like needing 20 gallons of gas to get there and blasters had 12 gallons and these changes added 4 more gallons. The sustain changes are significant, but we will still be scrambling for those other 4 gallons whereas every other AT has 20 or more gallons and can spend their time detailing and adding better parts. -
Quote:You are adding that one strong attack to a string of others. Overall damage output over 10 seconds is not going to be doubled even from the current situation where you don't ever use a snipe when going for DPS. Builds with perma snipe will not be doing double the damage of builds with situational snipe, but rather will only be some modest and reasonable range higher (and depending on the builds that is not necessarily true, the non-perma snipe build could still be higher DPS). And the blaster secondary with the easiest way to do this does not get Build Up, so it is not pulling ahead as some people seem to be thinking (but hopefully it will be pulling closer).It's extremely strong. Not compared to attacks found in melee sets, but it is compared to attacks found in ranged sets. The DPA of these things is twice that of any of the other power in most of these sets. A massive discrepancy between the blaster performance floor and the ceiling has always been an issue.
Quote:What I am quibbling is the to hit limiter, since that hurdle is more or less easy for different sets to hit, rather than being consistent across the board. Yes, Devices needs help, but this seems like a weird sidestep, rather than an attempt to actually fix the problems in the set itself.
In other words, a Snipe change should be equally accessible regardless of your secondary.
Do you believe all of the following? Because someone believes in each of these, but rationally none of them should be true in a game where we want lots of variety.
Lots of additional AoE effects should be equally accessible regardless of your secondary.
Power Boost should help every primary equally.
Extreme long range attacks should be equally accessible regardless of your secondary.
Higher damage buffing based on the number of enemies you are facing should be equally accessible regardless of your secondary.
Solid levels of control should be equally accessible regardless of your secondary.
Very high DPA, single target melee attacks should be equally accessible regardless of your secondary.
Having two holds for a boss should be equally accessible regardless of your secondary.
Having two stuns for a boss should be equally accessible regardless of your secondary.
Being able to stack cone AoEs should be equally accessible regardless of your secondary.
Being able to stack PBAoEs should be equally accessible regardless of your secondary. -
Will Cauterizing Aura take both Heal and Accurate Heal IO sets?
Quote:It likely wasn't answered because the answer is obvious. Did they announce changes that would address blaster's in-combat sustainability beyond the help the regen/abosrb/heal buff will provide? No. So your answer is, "Not other than the current announced changes at this time."I think my question was pretty simple. It was even short. I made it on my phone in like 2 min. "Any plans to address blaster's in-combat sustainability?" was my question and the rest was basically an explanation of what I'd consider in-combat sustainability.
Plus your question is kind of answered here:
Quote:How durable any given character can be is often called Effective Health. This is a combination of that character's Avoidance and Mitigation. What you are describing above is not an inherent attribute of Mitigation, but rather a scenario in which one the defense-based character's Effective Health is much higher than the Regen based character's.
Some Blaster mods do feel a bit low. Whether or not we will change them at this point, I'm not sure - it's a very risky change, because changing class mods changes how every single one of their powers works. If Blaster Effective Health is still found to be wanting after these changes, however, the buffs will continue until performance improves. -
I think gathering up the energy and having it course through you in such a way as to buff you is represented fine with the current animation and FX. That said, the Lightning Rod animation and effect would be even better and still works for the current effect of Lightning Clap.
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Quote:It is supposed to be limiting. That is why a limiter is used, to limit something. It is not so strong that it must be kept from being perma, but it is strong enough that some limit is interesting. People keep asking for stuff like "let me build to-hit with Defiance so I can get the fast snipe all the time", but the idea is that you don't have it all the time outside of specific builds. Importantly, while it is strong, it is also not so strong that you are seriously hurting yourself if you don't make it perma. Therefore it is not a bad thing if some builds are perma fast snipe and others choose not to be.I'm still concerned with the to hit requirement attached to this (it seems rather limiting... and I'd almost rather their recharge was increased to drop the interrupt time instead, it's less confusing), but I think they do have options to deal with it, and possibly just help Blasters with it.
When you talk of accessible, are you strictly talking about perma fast snipes? Because fast snipes are readily accessible to every blaster build on a regular basis with out too much delay between the ability to use it (and using a snipe occasionally without fast cast is not a terrible thing). -
That argument did not avail me when they changed it on Tankers, but you may have better luck because that is the argument that was used at the time to not also make the change for blasters (ironically, I thought it made more sense to add damage to the blaster version and more control to the tanker version, and I am still confused how that all worked out).
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Fire, Mind, and Plant are also solid damage dealers early.
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Quote:Yes and it should be done both for the QoL help that it gives to most players as well as the reduction it needs to be on the top end. The power of Christ compels you.Changing Drain Psyche at all would necessitate drastically reducing the amount of Recovery it grants, flagging the Regeneration debuff to ignore enhancements and outside buffs, and dropping the Regen buff per target but frontloading a more significant amount of its overall Regen buff. Would this be a worthwhile trade for greater ease of use and higher accessability for lower-end and non-IO builds?
Plus you could consider making WoC have a 15 foot or 20 foot radius as well as making Scare's duration ~17 seconds. -
Quote:The really sad thing is, Tesla Cage's hold duration is currently 8 seconds. I really think all the single target stuns and holds should be bumped to ~12 seconds and Scare and Touch of Fear (or whatever it's new name will be) should be ~17 seconds.Bump damage up to ~122.6 as befits a 10s recharge power and cut the hold effect to ~9.5s. Basically a slightly less powerful version of post i24 Cosmic Burst.
I'd also make Tesla Cage's -recovery last 12 seconds.