What powerset would you buff?


Aett_Thorn

 

Posted

With some of the other threads posted recently, it got me to thinking. What powerset would you buff? Any powerset you want, any AT, how would you fix it?

For me, there are two.

Energy melee. First thing I'd do is get rid of stun. Make the power you replace it with a melee/ranged power, ala focus. Increse the radius of whirling hands and increase its damage slightly. Have Bonesmasher (I think, the jump in air attack) deal splash damage, ala thunderstrike.

Up next is my former favorite powerset, regen.
I'd make IH a toggle again, and put some regen debuff res, and -rech res in the set somewhere. Though I admit to not knowing if they buffed anything except the passive res in the proliferation.


Willpower has more passive regen than Regen does. Who thought that was a good idea?

Can we get a fix for Energy Melee instead of more new sets?

 

Posted

Quote:
Bonesmasher (I think, the jump in air attack) deal splash damage, ala thunderstrike.
That's Total Focus, not Bone Smasher.

Personally I'd buff:
- Ice Control (Frostbite does -KB which nullifies Ice Slick, why. Also Flash Freeze plus any interface power with the DoT effect makes it break itself, that's real useful. Also token comment about Jack Frost's AI but that's a more general pet issue.)
- Forcefields (Cold Domination does defense buffs almost as well as forcefields does, plus has other buffs and debuffs as well while FF has some piddly knockback and repel powers that no one ever takes cause they're more or less useless. The set needs something else than just the defense buffs.)
- Peacebringers (Do I even really need to say it? Knockback should've been removed from them at the same time it was removed from most melee powers with it. Also I'd add the same mag 4 mez protection the spiders get into the first secondary power, the auto one. Remove the mez protection from lightform to compensate. Also give Quantum Flight a +flight cap effect like afterburner so you can actually use the other three quarters of the flight speed it gives you in exchange for the horrible endurance cost. Also remove the -tohit from Group Energy Flight to make it comparable to Group Fly, which recently received that exact change. And increase Pulsar's stun to mag 3 to match the warshade stun power.)

Also on an unrelated note, I think you need to update your signature. We're up to 21 Issues with no super strength scrappers now.


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Posted

Quote:
Originally Posted by Rebel_Scum View Post
- Peacebringers (Do I even really need to say it? Knockback should've been removed from them at the same time it was removed from most melee powers with it. Also I'd add the same mag 4 mez protection the spiders get into the first secondary power, the auto one. Remove the mez protection from lightform to compensate. Also give Quantum Flight a +flight cap effect like afterburner so you can actually use the other three quarters of the flight speed it gives you in exchange for the horrible endurance cost. Also remove the -tohit from Group Energy Flight to make it comparable to Group Fly, which recently received that exact change. And increase Pulsar's stun to mag 3 to match the warshade stun power.)
I think you missed the buffs PBs got in I21
Light form is now perma-able, giving PBs good mez protection, They got Quantum Acceleration, to match afterburner, and Group Energy Flight has it's -to-hit removed at the same time Group Fly did.

Quote:
Combat Flight now correctly provides defense to all types of attacks.

Luminous Blast - Build Up has been renamed "Inner Light". It now grants a large damage and ToHit bonus for 10 seconds, and then a moderate damage and ToHit bonus for 20 seconds thereafter, for a total of 30 seconds of boosted damage.

Luminous Blast - Photon Seekers cooldown has been reduced from 300 seconds to 180 seconds.

Luminous Aura - Quantum Acceleration
Added a new power available at level 24: Quantum Acceleration.
Quantum Acceleration is similar to Afterburner.
This allows Peacebringers to select this power if they wish.
This power now provides a moderate amount of defense, improved flight control, and -fly protection, but has a 30 second cooldown once toggled off. This power can now accept Defense enhancements, IOs and Defense set IOs.
This power will not allow the user to fly unless the user has a flight power active.
This power's long help now clarifies that this power's flight protection is only granted while Combat Flight, Energy Flight, Quantum Flight or Group Energy Flight is active.

Luminous Aura - Light Form has been redesigned. Its cooldown has been lowered from 1000 seconds to 300 seconds, but its duration has been reduced to 90 seconds to match that of Eclipse. The recovery bonus from the power and the status protection from the power have been moderately reduced to compensate for the drastic increase in uptime now possible. Additionally, Light Form now persists when activating White Dwarf or Bright Nova.

Luminous Aura - White Dwarf now protects the player from status effects as soon as its animation begins, preventing the power from being interrupted.
Solar Flare and White Dwarf Flare are now generated by the Peacebringer's hands instead of their feet, and can now be used while in midair.
Can't say I would mind them removing the knockbacks and changing Pulsar though.


 

Posted

Besides the entire MM pet AI, I'd say Mercs.

-Redo the Spec Ops since stealth is basically useless on MM pets and especially long range ones.
-Remove the medic's AoE and maybe give that to someone else.
-Again, the AI. Tired of Mercs going in for melee.


 

Posted

Devices
Trick Arrow
Gravity Control (already in progress on Beta server)
Nova and Dwarf forms for Kheldians (Peacebringer and Warshade)
MERCENARIES for Masterminds!!!
Ninjas for Masterminds
Dual Blades for Stalkers (reorganize their combo chains to NOT USE either Build Up or Placate! )


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Posted

I'd buff kinetic melee, selfishly, as this is my current favorite powerset to play.

Quick Strike - reduce the knockback magnitude to 0.67 (from 0.7) like every other melee KD power out there, so it doesn't knockback -1s, i.e. level 50s while alpha shifted...
Power Siphon - reduce cast time to 1.056s (from 2.112s).
Burst - increase radius to 10 feet (from 8 feet).

Which are fixes I think would greatly improve quality of life while only slightly buffing performance.


 

Posted

Ice Control.

The front-loaded damage in the sleep (Flash Freeze) is entirely unhelpful.

And I'd make Glacier actually work near the ground as it's been promising, rather than needing to be on the ground as it's currently coded.

I'd also love to see more synergy between the immobilizes and Ice Slick. I'm not sure if the simple "remove KB protection from immobilizes" is the answer. But something needs be done

---

also Electricity

Whatever formula they seem to be using behind the scenes seems to vastly overrate electricity's secondary effect in PvE (I have no idea about PvP). Yes, it's great when the enemy is drained to zero.. but it's pointless when the enemy isn't.

And in standard play, enemies are rarely drained to zero.

So, I'd boost the damage for Electric Blast, and attacks in Electric Manipulation and Electricity Assault. I have no experience with Electric Melee but I suspect the same holds true. Electric Control wouldn't necessarily need any damage boost, I don't think, though maybe it would at least on the immobilizes?

I'd start perhaps at a 10% boost and see if that was enough.

Also speaking of Electric Control, I'd remove Gremlins and see if I could give them a non-pet control power, like Mind Control. Or at least a useful controlling-pet like Singularity.

---

finally, Psychic attacks.

Ice/cold already has -rch, so I'd remove that secondary effect.

I'd instead add +confuse.

----


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Posted

In the KB vs KD debate, there is none, choose another powerset if you want KD and not KB. The sets that have KB have it there for a reason, a reason that plenty use to their advantage. Powersets that have KB just may not be for you period end of discussion.


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Posted

I'd turn stalker claws' eviscerate back into a 90 degree 7 foot cone and keep all of its other attributes as they are now, including 100% crit from hide. Still completely baffled that they ever considered removing the set's main aoe power a buff. Even if eviscerate were a cone again claws for stalkers still wouldn't be worth playing compared to most other primaries.

Also I would buff super strength, thus forcing the devs to nerf it and finally just redo the whole damn thing. Muahaha.


 

Posted

Quote:
Originally Posted by Rebel_Scum View Post
- Ice Control (Frostbite does -KB which nullifies Ice Slick, why.
... so don't use it on ice slick? There's no actual reason to.
Quote:
Also Flash Freeze plus any interface power with the DoT effect makes it break itself, that's real useful.
Flash freeze, being the type of sleep it is, tends to be skipped anyway. That said, I wouldn't count what something not built into the power does to it against it- Interface, procs, someone using Rain of Fire, etc.
Quote:
Also token comment about Jack Frost's AI but that's a more general pet issue.)
/signed.
Quote:
- Peacebringers (Do I even really need to say it? Knockback should've been removed from them at the same time it was removed from most melee powers with it.
No, it shouldn't. Makes sense in Dwarf, since you have three nothing-but-melee-range attacks, and that's it. Human, you've got more range to deal with and are fairly squishy for most of it, especially with tri forms that tend to skip the shields (losing some resistance.) Makes more sense there to have KB.

I might say add another attack to White Dwarf, since it only has 3 (versus Dark dwarf, which can use the heal as an attack as well plus has the AOE buffing and doing damage.)

Quote:
Also I'd add the same mag 4 mez protection the spiders get into the first secondary power, the auto one.
Fairly sure that's been nixed from ever happening because it's in dwarf and lightform, unless I'm remembering wrong.
Quote:
Also give Quantum Flight a +flight cap effect like afterburner so you can actually use the other three quarters of the flight speed it gives you in exchange for the horrible endurance cost.
The response I usually see is that QFly's not a travel power, it's an escape power (thus the phase - the near-instant phase.) Switch to regular flight and "quantum acceleration" for longer distances without the END cost. (Somone had some binds for that, both quantum and regular flight. Maybe most PBs.)

Quote:
And increase Pulsar's stun to mag 3 to match the warshade stun power.)
Possibly. A hold to stack with IS might be seen as too much. Or add the stun somewhere else as well (radiant?) so it can stack as it's needed.


I'd probably tweak Energy Assault for Doms. It always feels like it needs... "more." Not sure of more what, to be honest, and I don't have numbers behind me to point at anything. It's just a feel thing for me. That's a hard place to start tweaking from, I know.

Mastermind pet AI needs more tweaking.

And I'd do something to Ninjas to make them not-so-squishy.


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Posted

Gravity Control. The changes on Beta amount to barely anything but a fix to Wormhole (and it STILL suffers from a long activation time), since impact sucks, dimension shift will still suck, and Dominators still end up with a set saying "hey look at my single target damage!" while they have their whole secondary for that.


 

Posted

Energy Melee.
I would revert Energy Transfer to it's original animation time and consider it done. Quality of life improvement and small buff to Single Target DPS to give Energy Melee a reason to be played (other than the stuns)

Force Fields.
I would add some defense debuff resistance to the shields to make up for the sets lack of utility compared to other +defense sets (e.g. Cold), and perhaps add a small -resist to Force Bolt.


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Posted

Warning, long list incoming. Most of these are somewhat minor, I just went down the list of sets and thought of what I would change for each one. The ones that need help the most in my opinion are ice control, force field, sonic, trick arrow, and energy melee, with SR, dual pistols, electric blast, beam rifle, mercs, devices, and khelds coming in close behind. Poison, ninjas, SS, and stone armor also need some sort of work in my opinion, but I don't really have good suggestions for those.

Assault rifle: Buff full auto to 16 max targets/30 degree cone.

Beam Rifle: Increase disintegrate spread chances by ~15% across the board. Give AoEs a ~20% chance to spread disintegrate. Buff disintegrate spread to a 20 foot radius/5 target cap.

Dual Pistols: Replace Swap Ammo with 'Reload Ammo' - taking it would grant the three ammo toggles as it does now, but the power itself would be a copy of Aim instead of a placeholder. Shorten animation on executioner's shot.

Electric blast: Give short circuit the irradiate animation. Give tesla cage scale 1.96 damage. Reduce endurance cost and increase duration of voltaic sentinel.

Blaster psi blast: Un-nerf the range back to 100 feet. Un-nerf will dom back to the defender version.

Devices: Add stealth strike damage buff to cloaking device. Extend snipe damage buff in targeting drone to all snipes. Turn time bomb into a toggle - toggle on to set, detoggle to detonate, automatically detoggles after 30s or so, not detoggled by mez - and decrease interrupt time. Decrease endurance cost and increase duration of gun drone.

Gravity: In addition to changes currently on test: Swap dimension shift and wormhole. Give propel a 8 foot radius of minor splash damage and good chance for knockdown. Add damage debuff and chance to stun on targets knocked back by singy's repulsion field.

Ice control: Remove damage tick and sleep delay from flash freeze, add an ~8s unenhancable mag 3 confuse, reduce recharge to 60s. Add a damage debuff to shiver and triple its debuff duration. Remove delay on confuse in arctic air.

Mind control: Add tohit debuff to terrify.

Cold dom: Fix 'poofing' bug in sleet.

Empathy: Buff resurrect in some way - all other ally rezzes do something special, make this one give some buffs or something.

Force field: Add chance to stun, -damage debuff, to force bolt, increase its damage to something noticable. Reduce endurance cost of repulsion field to 0.05/tick when not repelling anything, give it a damage debuff and chance to stun on enemies it knocks back. Give force bubble some debuffs - slow, -damage and -range would be good - and make it add a small amount of ranged defense to the user. Add -1000% -regen to detention field *if* the tech exists (or can be made) to make this only apply if the target is actually phased.

Sonic: Add more debuffs to sonic siphon: -250% regen and a damage debuff would be nice. Add a damage debuff to disruption field. Reduce endurance cost of sonic repulsion to 0.05/s when not repelling anything, reduce cost per enemy repelled to 1 end, add damage debuff and chance to stun on repelled enemies. Add -1000% -regen to sonic cage *if* the tech exists (or can be made) to make this only apply if the target is actually phased. Add a strong slow component to liquefy and reduce recharge to 200 seconds.

Storm: Fix 'poofing' bug in freezing rain. Remove delay on stun in tornado. Buff gale somehow so that it isn't so totally useless - removing the accuracy penalty would be a good start; perhaps also add chance to stun.

Thermal: Reduce melt armor recharge to 100s.

Traps: Increase force field generator movement speed, reduce 'leash' radius of its AI so that it will begin following you sooner when you move away from it. Turn time bomb into a toggle - toggle on to set, detoggle to detonate, automatically detoggles after 30s or so, not detoggled by mez - and decrease interrupt time.

Trick arrow: Add 12.5% additional (resistable) tohit debuff to flash arrow, increase recharge to 30s. Reduce glue arrow recharge to 40s. Increase disruption arrow cap to 16 targets, add damage debuff. Increase acid arrow to 15 foot radius, increase duration and recharge to 30s, increase toxic DoT to scale 1.32 over 30s. Add ~5s duration guaranteed mag 3 hold to initial hit of poison gas arrow, add 250% -regen to pulsing cloud.

Broad sword: Reduce defense strength in parry to 2/3rds current value, but make it cover smashing as well.

Katana: Reduce defense strength in divine avalanche to 2/3rds current value, but make it cover smashing as well.

Kinetic melee: reduce knockback mag in repulsing torrent to ~1.4, increase to 100% chance, allow it to grant a power siphon stack.

Titan Weapons: Reduce defense strength in defensive sweep to 2/3rds current value, but make it cover lethal as well.

Energy melee: Add splash damage to energy transfer, without altering recharge/end/etc. Buff barrage to an 8s rech attack, switch barrage/energy punch order for tanks. Buff whirling hands to scale 1.12 damage, add chance to knockdown, increase chance to stun. Add chance to knockdown to bone smasher, energy transfer, total focus. Allow stun slotting in energy transfer.

Ice melee: Add 7th tick of damage to freezing touch (bugfix). Buff greater ice sword to a 12s rech attack.

Stalker claws: Revert eviscerate back to the cone version now that AS is being changed.

Dark armor: Remove accuracy penalty on cloak of fear OR reduce endurance cost OR do both at half strength. Add taunt to scrapper versions of mez auras.

Regen: Increase smashing/lethal resistance in resilience by 66% and add 20% slow resistance.

Super reflexes: Add scale 1.25 (enhancable) smashing/lethal resistance, 10% (unenhancable) +max HP, +50% (unenhancable) regen to practiced brawler, all non-stacking. Add scale 3.5 (unenhancable) resist all to elude.

Ice armor: Buff hibernate for tankers in some way. Add scale 1.25 (enhancable) S/L resistance to frozen armor.

Mercs: Reduce recharge on spec ops controls, give them stealth strike damage. Buff arc on solders' full auto. Make serum not worthless - increase +dmg to at least 50%, either increase duration to 180s or lower recharge to 350s.

Earth assault: Reduce cast time on stone spears. Buff hurl boulder to a 10s attack.

Electric assault: un-nerf charged brawl, havoc punch, thunder strike back to their original 10s, 14s, 20s versions - or at least to 8s, 12s on the first two. Reduce end cost, increase duration of voltaic sentinel.

Fiery assault: Give flares its bonus damage secondary effect back.

Icy assault: Buff ice slash to a 12s attack, ice blast to an 8s one.

Psi assault: Buff subdue to a 10s attack.

Thorny assault: Buff thorn barrage to a 14s attack.

Kheldians: Reduce knockback mag in solar flare to ~1.4, buff pulsar to mag 3 and shorten animation. Shorten all form changing animations. Add mez *resistance* (not protection) to human form shields or to 1st resistance power - total of 100-150%. Add taunt effect to black dwarf mire.

VEATs: Increase all TAoEs to 16 target cap (bugfix/parity). Add arm-launched version of wide area web grenade to crab offense. Increase radius of wide area web grenade to 15 feet, allow slow slotting. Add defense debuff to venom grenade. Buff mace beam attacks somehow - shorter animations, higher damage/recharge, something. Buff resistance of wolf armor, crab armor, bane armor to 10%, make all 3 mutually exclusive

Poison, ninjas, super strength, stone armor: these sets all need work, but I don't think I understand their problems well enough to offer good suggestions.


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Posted

Quote:
Originally Posted by Stormbird View Post
Quote:
Originally Posted by Rebel_Scum View Post
Also token comment about Jack Frost's AI
/signed.
Just fyi, from the I22 beta patch notes:
Quote:
Ice Control
Jack Frost's power choice AI has been improved. He should now use all of his powers as they come off recharge, with much less idle time.
Haven't tested it myself, but hopefully it'll help.


 

Posted

Energy Melee: Give it a unique mechanic,

1. like make Energy Transfer the clutch power of the set that does massive damage with a huge cooldown and every attack you do with energy melee reduces this cooldown. (Global recharge wouldn't affect this power).

2. Every attack gives Energy Transfer a small AoE radius that grows per attack up to X ft Radius.

or both: If Energy Transfer is on cooldown, every attack reduces the cooldown by X seconds. Once Energy Transfer is off cooldown, every attack begins building an AoE for it. Use Energy Transfer the moment it's ready for Large Single target or wait for a massive nuke-style attack.


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Posted

I would buff SR with the following:

- Make Practiced Brawler a passive with some extra minor +Regen and +Recovery(think Physical Perfection with mez protection).

- Increase Quickness' recharge buff slightly.

- Add a small chance to do Fiery Embrace's damage(which all attacks have but only FE currently activates) to Lucky.

- Add a recharge buff and a minor period of Untouchable upon activation to Elude.


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Posted

Quote:
Originally Posted by Auroxis View Post
- Add a small chance to do Fiery Embrace's damage(which all attacks have but only FE currently activates) to Lucky.

Now that is a unique and interesting way to repurpose some existing resources. I like it.

Just to add one of my own:


Storm Summoning >> Lightning Storm. Halve the recharge of the lightning bolts cast by the cloud. You may be able (but I'm not 100% sure) to do this by granting the cloud the same power two times. I believe this power took a huge, unintentional nerf during the pet recharge nerf that was intended to fix pet AI. This particular pet doesn't have enough attacks, so it just sits around idly. It used to spit a constant stream of attacks and from what I remember was a much better power.

For that matter, evaluate whether the pet recharge nerf was even necessary. This change never made any sense to me because pets are still affected by -Recharge so if Recharge affects their AI you're stuck with it either way. IMO the "fix" broke more pets and set combos than it fixed.


 

Posted

Devices:

Cloaking Device: 50% damage buff while you're cloaked
Time Bomb:Instead of placing on the ground, you attach it to an enemy. The animation would be 1-2 seconds, no interrupt and doesn't break your Cloaking Device. Same count-down before exploding around the target, higher endurance cost.

Psychic Blast (Blasters):

Every Power: Decreases your enemy's resistance to Psi by 3-6% for 8 seconds
Scramble Thoughts: Increase the damage to the same as Psionic Lance, make it DoT over 10 seconds

Ice Manipulation:

Shiver: Add minor DoT, let it take Targetted AoE IO sets
Frozen Aura: Add damage like the Ice Melee version, let it take PBAoE damage IO sets

Empathy:

Clear Mind: Add 3 points of Knockback protection, enough for the average knock but not enough for the larger attacks
Recovery/Regeneration Aura: Lower the endurance cost to 18. You generally use both in sequence but other PBAoE buffs use 15-20 endurance

Trick Arrow:

Entangling Arrow: Add -Jump
Flash Arrow/Disruption Arrow: Add a 10 second Mag 1 Stun to all enemies, Disruption arrow looks like sound waves, so together they're a flashbang?
Poison Gas Arrow: On hit a 2 second unresistable choking hold is applied to all enemies

Battle Axe:

Cleave/Pendulum/Whirling Axe: Add minor Lethal DoT like the Katana/Broadsword PBAoEs

Electrical Melee:

Chain Induction: Can chain to the same enemy/enemies up to 2 times, increasing damage against smaller groups

Energy Melee:

Barrage: Chance for stun per visual punch
Whirling Hands: Increase stun chance to 75%
Energy Transfer: New animation, keeps current animation time. You immediately hit your enemy, dealing asap as soon as you activate the damage, but your character immediately recoils from the self damage and has to shrug it off before the animation ends. Allows for more secure kills and less whumping dead bodies.

Martial Arts:

Crane Kick: Slotting Knockback now lowers it

Fiery Aura:

Burn: Add a 3 second, unenhanceable Taunt to the Scrapper version
Rise of the Phoenix: First tick of the PBAoE damage is knockdown, the rest are knockback

Regeneration:

Resilience: Increases resistance to -Regen debuffs by 30%
Revive: For 10 seconds, you have Instant Healing level regeneration. Can also now be slotted with Healing IO sets

Stone Armour:

Rooted: Renamed Earth Connected. Now a click with a 20 second recharge, buffs Regeneration by 50%, Recovery by 15%, Recharge 10%, grants protection and resistance to KB, Hold, Immob, Stun and Sleep. 20 second duration, no Endurance cost, can be enhanced by Regeneration, Recovery, Recharge. Allows for easier play outside of Granite Armour at the expense of clicky and easier use of Granite when needed


Corruptor Inherant: Add critical chances to Heals, Buffs and Debuffs (2x healing, 1.5x buffs/debuffs) against enemies and allies low on health

VEAT Inherant: Increased base Recovery for each team member who isn't an EAT, increased base Regeneration for each team member who is an EAT.


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Posted

Quote:
Originally Posted by Gobbledygook View Post
Energy melee.
YES!
Quote:
First thing I'd do is get rid of stun.


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Posted

Quote:
Originally Posted by Oedipus_Tex View Post

For that matter, evaluate whether the pet recharge nerf was even necessary. This change never made any sense to me because pets are still affected by -Recharge so if Recharge affects their AI you're stuck with it either way. IMO the "fix" broke more pets and set combos than it fixed.
As a Ninja MM that has fought hordes of KoA, trust me when I say that MM pets are unaffected by -rech.. it actually makes MMs much better at fighting certain enemies (psy clockwork, snowmen, etc)


 

Posted

Quote:
Originally Posted by Zeh_Masteh View Post
As a Ninja MM that has fought hordes of KoA, trust me when I say that MM pets are unaffected by -rech.. it actually makes MMs much better at fighting certain enemies (psy clockwork, snowmen, etc)

Are you sure about this? I have been asking this question for years--basically since the time when the change first happened--and have always heard that pets still get hit by -Recharge, just don't benefit from +Recharge. Its possible that information is wrong because I haven't really tested it specifically.

I didn't actually think Knives of Artemis had -Recharge, but I don't fight them very often. They do have Caltrops, which from what I remember is mainly a run speed slow.


 

Posted

Elec Melee. Maybe a small buff to damage and/or make all attacks have a high probability or guaranteed chance to jump target(s).


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Posted

Quote:
Originally Posted by Oedipus_Tex View Post
Are you sure about this? I have been asking this question for years--basically since the time when the change first happened--and have always heard that pets still get hit by -Recharge, just don't benefit from +Recharge. Its possible that information is wrong because I haven't really tested it specifically.

I didn't actually think Knives of Artemis had -Recharge, but I don't fight them very often. They do have Caltrops, which from what I remember is mainly a run speed slow.
Everything i read when the change was being tested and ever since it went live has indicated that pets are no longer affected by recharge rate changes. i haven't tested it personally, but i have read numerous posts by people who did. Of course that was some time ago since this isn't a recent change.


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Posted

Quote:
Originally Posted by Schismatrix View Post
Everything i read when the change was being tested and ever since it went live has indicated that pets are no longer affected by recharge rate changes. i haven't tested it personally, but i have read numerous posts by people who did. Of course that was some time ago since this isn't a recent change.

I just went back to the source on this and it looks like you're right. I wish someone had corrected me 2 years ago or the dozens of other times I brought this up.

Of course, it doesn't change anything for Lightning Storm, as that power can't be hit by Recharge debuffs anyway but still took a huge hit from the nerf.


 

Posted

Dark Armor.

Seriously.

Death Shroud does less damage than Blazing Aura, and has no secondary effect like Lightning Field, all for the same endurance. Give it -tohit.

Cloak of Fear. Standard accuracy or half the endurance. Maybe both.


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