New ATIO proc
I have the proc as a Superior and I hate it. Sure it was hitting up to about 4 enemies in a tip mission set to +4 =8 with Carnies in it. But, the terrorize is weird on it, and it really doesn't seem to last long enough, I counted about 5-7 seconds on minions and lts and about 2-3 seconds on bosses. I have the proc as the 6th slot in my Suppression. To me, it seems rather stupid to have. It really doesn't seem beneficial at all, and the 2.52% resistance to Toxic and Psi, seems rather lame to me as well. Respecing, but keeping the other 5 of the set in my Suppression for the 8.75% recharge. I will be moving the slot where the proc was in Suppression to Health as the +HP/Chance for End Panacea proc, which I feel is way more beneficial than the Dominion of Arachnos proc. I don't know how many other people have the same thoughts that I do about this particular proc, but I just really don't see the good in it. But meh, to each his/her own.
Virtue H&V: CatSquid of Justice-Lvl 37 TriForm PB, Tundra Tigress-Lvl 50 Claws/SR Scrapper, Mistress Khaos-Lvl 50 Dark/Fire Brute, D'Vine Death-Lvl 50 Plant/Thorn Dom, Phrozen Purrgatory-Lvl 50 Ice/Cold Corr, Prowling Pantheress-Lvl 50 Claws/Nin Stalker, Robo Mynx 3.0-Lvl 50 Bots/Traps MM, ArachniBlast-Lvl 50+3 Perma Hasten/Perma Pets/High Recharge Crabspider, Devil's Wrath-Lvl 50 Bane Spider. SG: The 912 Project, VG: Progressively Evil.
OK, so it looks like it may be best to 5 slot the normal abilities with the 6 slot being the proc superior version.
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The new ATIO does indeed look tasty up to the 5th slot. But I'm looking at something like taking out some Sirocco's Dervish (which has 3.13% AoE Def in the 5th slot) and replacing it with ATIO, and it feels like a nerf because I loose a good amount of AoE defense.
I'm not actually testing this, so I'm not really accounting for what the Proc is worth. But it does kinda feel like a step down.
Suggestion:
6th slot: 2.2% Res Toxic and Psi (as now), plus 2.5% Defense to AoE, Ranged, and Melee.
Purple 6th slot: 2.52% Res Toxic and Psi (as now), plus 3.13% Defense to AoE, Ranged and Melee
That would be a clear step up. Perhaps not truly needed, but no one could argue numbers then. Just an idea, and I don't know what chance this would have of actually being done.
In a unique set though, seems hard to see where this would be truly unbalancing. Hard to get unique too, not a cheapo one. OK, just my 2 inf.
To be honest, I'd have rather had the Toxic DoT than the -DMG debuff. Throw the proc in Venom Grenade with the Toxic -Res? Yes please.
Placing the proc on Venom Grenade seems the best possible option, at least for Huntsmen builds, since you start your attack chain with Venom grenade, so it helps to mitigate alpha strikes from mob groups, then knocking them back with Frag Grenade and mop them with Heavy Burst.
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Aenisha - Titan Weapons/Energy Aura Scrapper Redside
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I don't see how you can think it is bad.
At +4/8, I'm getting 5-6 mobs with it, minion, lts sometimes bosses.
For me, what is does is it gives me alpha mitigation, by stopping a few enemies from using their alpha strikes. Even if it doesn't effect them, like EB or AV or GMs, or they get out of it early, they still have -15% damage.
That -15% damage is like having 15% res that stacks with your other res.
For example, if you had 85% resitance, it would still work, knocking you up to 87.25. And that is just at the cap.
I'm running 50% res and for me it is 7.5% damage resistance extra.*
At 0% damage resistance is it 15%.
And got to remember, it helps the team, espesically if there are AoEs.
*Maths done quickly in my head, may be wrong.
As I mentioned in the Arachnos ATOs thread, my Crab Spider operates in melee and does a lot of damage with Frenzy. He doesn't want his victims terrorized and cowering. He wants them to bunch up where he can hit multiple targets with Arm Lash, Frenzy and point-blank Venom Grenades. At the moment he has the rest of the set in Suppression but I have unslotted the proc and have no specific plans for using it.
My Bane Spider has ranged attacks but typically uses them at the end of a fight for cleanup purposes, or when he needs crowd control. He can slot the whole set in Mace Beam Blast or some other ranged AoE without messing things up, but it also decreases the usefulness of the proc.
On my Huntsman I put the proc in burst, which has almost 100% chance to fire because of it's base recharge. However I'm starting to notice that once I get it stacked up on an AV they start to run away way more than usual, which I'm guessing is a side-effect of the fear. I'm going to hold off respeccing out of it for now, but it's starting to get quite annoying. Has anyone else noticed this?
Are you stacking it enough to overcome the bosses protection?
Fear effects shouldn't make enemies flee. In fact, they should do the opposite. Debuffs, however, CAN make enemies flee, so the -damage might be causing it. Since they're inseparable in this case, it's kind of an academic point, though.
I six slotted it into Venom Grenades on my Crab, which seems to be working very well at the moment. I'm a relatively low level crab, so Venom is my Alpha Strike for now, and having the big pile of debuff helps a lot. I might move it or change it later, though.
I've got it six slotted in Suppression, and it seems amazing. On even con mobs I regularly fear entire groups... definitely seems much higher than the stated chance, or else it is proccing every time suppression 'hits'.
I threw the proc in to Heavy Burst and the other 5 in to Burst. I had Burst slotted with Devastation but the SoA AT gives me a recharge bonus... which allows me to remove Posi Blast from Suppression and Frankenslot it with Centrioles for the range I've always wanted on it. I never did it in the past because the recharge loss would've taken me out of perma-hasten/pets. Now, I have my 2 cones on rapid recharge and approximately 75 foot range. I'm liking the way this is all turning out.
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Jinrazuo - Crab Spider
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