Damage PROC or Force Feedback +Rech PROC


Call Me Awesome

 

Posted

Hi All,

Working on my currrent tank project - Stone/Stone - and was fooling around with different options for the 6th slot in Fault.

Does the recharge PROC from Force Feedback hit often enough in something like Fault to make it worthwhile over some like a Zinger psi proc or even the Explosive Strike smashing proc?

I know that more recharge is better for a Stoner, but given the short duration and small %chance, would it be better overall to get a little occasional damage out of it? Anyone have experience with this and what the results in actual play felt like?

Thanks in advance for the thoughts,

Cheers


[B] GUARDIAN 50s:[/B] [B]Tank[/B]: Ice/Fire, Fire/Fire, DA/SS, Inv/WM, SD/Elec...[B]Scrap[/B]: BS/Reg, Spin/DA, DM/SD, Fire/WP, Claws/SR....[B]Troller[/B]: Ill/Rad, Fire/Kin...[B]Blaster[/B]: Fire/EM....[B]Defender[/B]: D3...[B]Brute[/B]: Elm/ElA...[B]EPIC[/B]: Widow, PB, Crab...CURRENTLY: 45 Stone/Stone Tank...38 AR/Rad Corr...21 Ice^3 Dom

 

Posted

It really isn't worth the trouble in Fault. 5 seconds of 100% may seem nice but it really doesn't change much. You'll barely feel it.

On the other hand the proc will check every knockback that happens. I've tested this with my Hurricane ability and the proc only happened after a knockback, not every 10 seconds like a toggle usually would (which is often). So theres a high chance that the proc will go off when you use Fault. Expecially with 3+ mobs surrounding you.

From what Mids' is telling me, the effect is knockBACK. If it's KnockUP/Down then stop reading here. Since it's knockback then your enemies are going to get thrown out of your taunt aura. That would be bad. So I wouldn't take Fault at all.

Also, some enemies are too tough to be knocked back. Such as bosses and AVs. These guys will not be knockedback thus will not have a chance of proccing the +recharge.

I would test it. The way the proc works in Fault might be different from Hurricane but I doubt it.


Whining about everything since 2006.

Ammo switching for Dual Pistols was my idea:
http://boards.cityofheroes.com/showthread.php?t=135484

 

Posted

Thanks for your thoughts on the recharge. I am looking at my build wondering if it's worth it or whether I would be better off getting a little damage out of the slot.

I believe the mag of the Knockback in Fault is only .67 which results in all knockdown for opponents hit, so that shouldn't be a problem.

I was wondering if anyone had tried using a damage proc in Fault versus the +recharge from Force Feedback proc, which only last 5 seconds if it does happen to fire on one of the foes in range.

Cheers


[B] GUARDIAN 50s:[/B] [B]Tank[/B]: Ice/Fire, Fire/Fire, DA/SS, Inv/WM, SD/Elec...[B]Scrap[/B]: BS/Reg, Spin/DA, DM/SD, Fire/WP, Claws/SR....[B]Troller[/B]: Ill/Rad, Fire/Kin...[B]Blaster[/B]: Fire/EM....[B]Defender[/B]: D3...[B]Brute[/B]: Elm/ElA...[B]EPIC[/B]: Widow, PB, Crab...CURRENTLY: 45 Stone/Stone Tank...38 AR/Rad Corr...21 Ice^3 Dom

 

Posted

IIRC, you cant slot damage in fault (footstomp animation). You maybe thinking of tremor (jumping Total Focus animation). I have force feedback procs in both and IMO, i like them. Mind you they dont stack.


Miss Arc #147491: Rise of Bedlam
AKA Iron Smoke @Champion Server

 

Posted

Quote:
Originally Posted by Lord_Cyclones View Post
Thanks for your thoughts on the recharge. I am looking at my build wondering if it's worth it or whether I would be better off getting a little damage out of the slot.

I believe the mag of the Knockback in Fault is only .67 which results in all knockdown for opponents hit, so that shouldn't be a problem.
This is correct, Fault is knockDOWN for even level or above mobs unless they're weak to KB (clockwork come to mind here).

Quote:
I was wondering if anyone had tried using a damage proc in Fault versus the +recharge from Force Feedback proc, which only last 5 seconds if it does happen to fire on one of the foes in range.

Cheers
In my opinion the FF proc is of pretty limited utility... +100% recharge sounds good until you consider it's only 5 seconds duration and has a cooldown so even if you spam the attack and it "fires" again it won't do anything if it's minimum cooldown hasn't passed. I'm not sure offhand what that is but I think I remember seeing that it was in the 10-15 second range.

On the other hand a damage proc is nice... if you have a nice group around you and you hit Fault you're almost guaranteed to hit something and usually you'll hit more than one with it. My slotting for Fault on my Inv/Stone is 5 Stupefy (DON'T slot the KB proc!) and the Perfect Zinger psi damage proc.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes