Which power sets need the most help?


Arcanaville

 

Posted

Quote:
Originally Posted by JayboH View Post
Actually Draeth, I think Mace is really good. Bland? sure, but a really good set.
Eh... It has one really, really awesome attack (Clobber) which is brought down by the awfulness of the rest of it's single-target powers, and one good AoE with two more average ones, and is all smashing damage.

Like I said, it's not a bad set, but it's certainly not one of the best, either.

Edit: One other thing, it and Battle Axe (Well, and Archery, if you count ranged sets) are also the only pure S/L sets that can't fit an Achilles proc anywhere, if I'm not mistaken.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

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Quote:
Originally Posted by Draeth Darkstar View Post
Eh... It has one really, really awesome attack (Clobber) which is brought down by the awfulness of the rest of it's single-target powers, and one good AoE with two more average ones, and is all smashing damage.

Like I said, it's not a bad set, but it's certainly not one of the best, either.
Personally I think it's the best scrapper primary.

Crowd control is downright stupid both in terms of damage and mitigation, and shatter is no slouch either. Clobber is a very good single target attack as well.

When I'm playing my mace scrapper, I just feel absolutely safe.

Also, I think Crowd control is the best cone attack in the game.


 

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Originally Posted by eth_Nargy View Post
Personally I think it's the best scrapper primary.

Crowd control is downright stupid both in terms of damage and mitigation, and shatter is no slouch either. Clobber is a very good single target attack as well.

When I'm playing my mace scrapper, I just feel absolutely safe.

Also, I think Crowd control is the best cone attack in the game.
You wouldn't say that if you've played TW.


 

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Originally Posted by DreadShinobi View Post
You wouldn't say that if you've played TW.
I have.

None of the TW attacks have jack on crowd control. Closest is Arc of Destruction, which deals good damage, but it still lacks the mitigation and target cap.


 

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Yeah, Titan Weapons would like a word with you, eth. It's the best ST and AoE DPS set in the game.

Fire and Dark both have much better single-target for Scrappers, and Fire has, while not as good as Mace, a decent AoE in FSC. Both also feature exotic damage. StJ might beat them both at ST.

For AoE, Dual Blades and Broad Sword are least partitive if not better. Electric and Spines are certainly better. Claws is probably even.

Super Strength is better, too, for non-Scrappers.

Quote:
Originally Posted by eth_Nargy View Post
I have.

None of the TW attacks have jack on crowd control. Closest is Arc of Destruction, which deals good damage, but it still lacks the mitigation and target cap.
Whirling Smash blows Crowd Control out of the water for DPA, does nearly the same base damage, has a wider radius, and is a full PBAOE, not a cone.

Beyond that, Arc of Destruction (which also has a wider radius and does almost twice the damage of Crowd Control, with a better DPA even without momentum, though only hitting 5 targets) and Titan Sweep are both so infinitely much better than Whirling Mace and Shatter that there is really no comparison between the sets.

Then you have Defensive Sweep for filler.

Oh, and Follow Through is the one attack that actually beats Clobber for DPA, while the rest of TW's ST attack chain makes Mace's want to cry in a corner.

On top of all this TW has room for much better proc options than Mace.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

Quote:
Originally Posted by Draeth Darkstar View Post
Yeah, Titan Weapons would like a word with you, eth. It's the best ST and AoE DPS set in the game.

Fire and Dark both have much better single-target for Scrappers, and Fire has, while not as good as Mace, a decent AoE in FSC. Both also feature exotic damage. StJ might beat them both at ST.

For AoE, Dual Blades and Broad Sword are least partitive if not better. Electric and Spines are certainly better. Claws is probably even.

Super Strength is better, too, for non-Scrappers.
Maybe I just kinda disliked Titan weapons cause it felt like I was just mashing buttons. I'll have to give it a try again. I just got kinda bored with it.

I'll admit that TW is really good, but I still say Crowd control is the overall best Cone in the game. It's good damage and stupid good mitigation, with a good recharge, target cap, and radius.

*Edit*

What's really dumb is when you get enough recharge that your entire attack chain is shatter/crowdcontrol/repeat forever.


 

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Originally Posted by eth_Nargy View Post
What's really dumb is when you get enough recharge that your entire attack chain is shatter/crowdcontrol/repeat forever.
That would take... um... 378% recharge in Crowd Control (good luck) and 435% in Shatter, which is above the recharge hard cap.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

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Quote:
Originally Posted by Draeth Darkstar View Post
That would take... um... 378% recharge in Crowd Control (good luck) and 435% in Shatter, which is above the recharge hard cap.
Either the numbers are lying or my character glitched, cause that's what I was doing quite a few times. With a clobber thrown in every now and then for good measure.


 

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You were probably lagging.

Both powers have a recharge time of 12 seconds.

With ArcanaTime, Shatter has a 2.508s cast and Crowd Control has a 2.244s.

12/2.508 -1 = 3.78
12/2.244 -1 = 4.35


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

Quote:
Originally Posted by Draeth Darkstar View Post
You were probably lagging.

Both powers have a recharge time of 12 seconds.

With ArcanaTime, Shatter has a 2.508s cast and Crowd Control has a 2.244s.

12/2.508 -1 = 3.78
12/2.244 -1 = 4.35
My bad, it's CC/shatter/clobber/repeat.

Just tested, I was wrong. You right.


 

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There are a bunch of sets that could use a lift, but nothing stands out to me more than Blaster Devices.

Energy Melee is way up there of course.

The four support sets that in my mind are competing for a spot at the bottom are Force Field, Sonic Resonance, Trick Arrow, and Poison, each for fairly different reasons but most of it coming down to just plain not delivering like other sets do. Of these, Force Field bothers me the most because it's such a conceptually important set for the super hero theme.


 

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Mercs need an AI boost more then anything. Spec Ops need a REASON for stealth, so maybe the ability to critical, with a guarenteed critical while in stealth. Beyond that you can get a lot of mileage out of macroing in different targets for each of the Ops. Spreads the CC around. But they still do bleh damage for being the Lieutenant pets.


"I have something to say! It's better to burn out then to fade away!"

 

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#1: Every blaster secondary but mental manipulation (self explanatory)
#2: Stone Armor - It gives up a lot to be super survivable, but now the most deadly and high level stuff, where you'd want to use granite, uses unresistable damage. Boss fights are also highly focused on mobility. In addition, you can use IOs to boost up to granite's survivability, but no amount of IOs will let you jump over a sidewalk.
#3: Elec - Needs some kind of high damage ability. Voltaic sentinel doesn't really seem to cut it, end drain has to be stacked to do anything and still isn't that great.
#4: Energy Melee - It might as well have no AoE (whirling hands is somehow even worse than burst), and the ST damage isn't clearly super #1.
#5: Force Field - More useful than before with the incarnate softcap increase, but it's a one trick pony while so many other sets can grant enough defense while doing other stuff.


Interestingly, I dont agree about ice control at all. It's my favorite control set, and I find it to be the best control set in the game, especially against higher level targets. It definitely takes longer to set up, though. The immobilizes are a bit silly too, the -kb needs to go.


Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)

Retired (Virtue): Gaav (Inv/EM Tank), Baqra (Fire/SS Tank)

 

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Originally Posted by Draeth Darkstar View Post
Dom secondaries suffer from a bit of a have and have-not syndrome. Fire, Dark, Psi, and Earth all have compelling reasons to be chosen. Electric, Energy, Icy, and Thorns do not.
Pretty much this. NRG and Thorns are the two I've most experience with, Thorns could do with some reanimation changes to some of it's powers and NRG could probably do with pbaoe attack being improved or something but they're fairly good in their way.

Ice and Elec are just non-descript. Not sure what you could even do here really. Certainly Ices PBAOE aura could do with a revamp and Elec is just dull. It needs some sort of trick.

Most Dom secondaries are a bit all over the place in terms of focus though, they're almost all so obviously cobbled together from bits of other sets. Even Dark, which I love, has powers which don't make much sense overall (Nightfail & a Snipe? Really?).

Ice Control really needs quite a bit of work. Dark and Elec completely show it up in terms of sets with low damage but a myriad of different soft control options. Ice Control is just a bit embarrassing the way it manages to trip over itself. There's no synergy between the powers, it's just a bunch of stuff you can do half of which just isn't that much help.

Trick Arrow, obviously. TA Love damn it!!


 

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Originally Posted by JuliusSeizure View Post
Poison probably needs the most help of any set in the game. Honestly, it has horrid AoE mitigation, forces you to enter melee range to use its tier 8 and 9 powers while offering no personal buffs or heals, and is designed as a single target debuffing specialist with a whopping -50% regeneration. Oh yeah-- you are also forced to take the worst single target heal in the game at level one, making this the only skill set that is pigeonholed into a team-only power right out of the gate.

Someone above posted that Time Manipulatin needed a buff because it "only" offers -250% regeneration. I couldn't help but laugh about that in the context of the current state of Poison.
Especially since it doesn't offer -250% It offers -150% and you have to use TWO powers to obtain that amount. Not to mention if you miss with the first power of -100% you don't even get the -50% from the second power.

Oh, and the effects for those powers? A slow and and a hold that are highly resisted by the targets you'd want to use -Regen on.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Draeth Darkstar View Post
Eh... It has one really, really awesome attack (Clobber) which is brought down by the awfulness of the rest of it's single-target powers, and one good AoE with two more average ones, and is all smashing damage.

Like I said, it's not a bad set, but it's certainly not one of the best, either.

Edit: One other thing, it and Battle Axe (Well, and Archery, if you count ranged sets) are also the only pure S/L sets that can't fit an Achilles proc anywhere, if I'm not mistaken.
Mace and BA however can slot a Gladiator's -Resist Proc


BrandX Future Staff Fighter
The BrandX Collection

 

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I was on Beta and tested these changes as well.

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Originally Posted by JayboH View Post
Envenom & Weaken can actually stack if you hit multiple targets that are within the area of each other. They never even used to have any AOE. Now true, the full effect only hits the main target, and the aoe is small, but they are designed to recharge quickly for that very reason. Anyway, you can have a single target debuffed 1 1/2 times this way.
This is a mechanic that works well for damage augmenting debuffs, which can be readily stacked throughout combat and layered on bosses/EBs/AVs, but is terrible for mitigation debuffs. You need the most mitigation up front during the alpha phase of combat, and less as a spawn wears down. This setup does not achieve that and Poison works with a whopping -7.5% ToHit debuff and -15% damage to an 8 foot radius as the sum total of its alpha mitigation. Not only is this value incredibly low compared to every other set, but most of the spawn is not affected because of the tiny radius.

Quote:
Originally Posted by JayboH View Post
Poison Trap is now pretty good - shocking, I know. Procs are great here too I hear.
I agree. This is the best skill in the set and the only viable alpha option. That said, you are basically forced to enter melee range with no form of self buffs or heals in order to have a viable alpha solution. This is odd in the context of sets like Dark, Radiation, Time, Traps, Thermal, Pain, Empathy, FF, Sonics, or Storm which all have some form of protection/healing or a massive 30%+ aoe -ToHit debuff (Hurricane).

Quote:
Originally Posted by JayboH View Post
The heal is an issue, only because of travel time. It got buffed in healing strength recently also. I share your frustration over Alkaloid - I wish it was also AOE. MANY of us asked for it to become AOE during re-development, but I guess Synapse didn't agree.
I agree. The heal is an issue because of travel time. It is also an issue because no other set in the game is forced into a team-only power as an auto-selection at level 1-- except for Poison.

Quote:
Originally Posted by JayboH View Post
Yes, the tier 9 requires you go into melee range, and this is by design to add risk, no doubt to go with Poison Trap toe-bombing. The bugs were fixed so now you can enhance the -tohit in combination with the -tohit in Weaken, which is what you should slot Weaken with anyway. The end cost is high so if you can manage 5 or 6 slots here, that would be good.
This skill would be fine if Poison had some other form of self buff or self heal, a self-affecting ability to increase your durability along the lines of what every other set aside from Trick Arrow receives. I said this on the beta boards and will repeat it here:: this set plays like it was revamped on paper and never played by developers.

Quote:
Originally Posted by JayboH View Post
It isn't super god-awful but it could use little tweaks. The hold could use a secondary effect too.
It needs a couple solid tweaks and to have its -regeneration increased from 50% to something that is meaningful.


 

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Originally Posted by BrandX View Post
Especially since it doesn't offer -250% It offers -150% and you have to use TWO powers to obtain that amount. Not to mention if you miss with the first power of -100% you don't even get the -50% from the second power.

Oh, and the effects for those powers? A slow and and a hold that are highly resisted by the targets you'd want to use -Regen on.
Time already does near enough everything, what's so bad about it being not so good at -regen? And the first one, the -100%, also means your other debuffs are increased in effectiveness by 20% (useful for the -damage aura and the -resist aoe chiefly).


 

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Originally Posted by BrandX View Post
Especially since it doesn't offer -250% It offers -150% and you have to use TWO powers to obtain that amount. Not to mention if you miss with the first power of -100% you don't even get the -50% from the second power.

Oh, and the effects for those powers? A slow and and a hold that are highly resisted by the targets you'd want to use -Regen on.
My bad on the numbers mix up, but Time Manipulation doesn't needs any buffs at all. It is arguably the most broken support set I have ever played-- with personal protection levels rivaling that of a melee armor set and one of the most sweeping tool boxes of buffs/debuffs available to date.


 

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Originally Posted by BrandX View Post
Control: Ice Control
I love it, but I think it's gotten to the point where those who do play it, decided they wanted to use more than Ice Slick, so they cast Ice Slick then cast Frostbite which negates the KD.
That sounds more like a PEBKAC error than a powerset problem. It'd be like complaining that someone uses Confuse on an enemy, then immediately holds them.


Personal want:
Electric blast. Either have the secondary be *worthwhile,* or do... something. More damage. Chance to chain on all attacks. Up the damage on Tesla - sure. Still want to see Voltaic gain chaining.


 

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Originally Posted by JayboH View Post
The great part of all this is that Mace wasn't proven to be a bad set.
No one ever said it was, either.

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Originally Posted by Tsuji View Post
Interestingly, I dont agree about ice control at all. It's my favorite control set, and I find it to be the best control set in the game, especially against higher level targets
In what universe do you live that Ice Control can do anything that, for example, Plant, can't?

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The immobilizes are a bit silly too, the -kb needs to go.
Absolutely not.

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Originally Posted by BrandX View Post
Mace and BA however can slot a Gladiator's -Resist Proc
That isn't an advantage, every melee set can slot the Gladiator's -Res Proc (except for a few special cases on Stalkers where the only PBAOE in the set is removed, which doesn't actually matter because Stalkers get neither BA or WM).

Quote:
Originally Posted by BrandX View Post
Especially since it doesn't offer -250% It offers -150% and you have to use TWO powers to obtain that amount. Not to mention if you miss with the first power of -100% you don't even get the -50% from the second power.

Oh, and the effects for those powers? A slow and and a hold that are highly resisted by the targets you'd want to use -Regen on.
Quote:
...I really hope this is a joke. High magnitude +Damage (which is notably only brought by Kin, and is the major selling point of the set) and -Regen are just about the only things Time Manipulation DOESN'T have from the huge Support toolkit.
It's one of the best support sets in the game and without question the most well-rounded one. It does a bit of everything, it has the best personal +Defense buff, the best personal +Recharge, and probably the best Control, MAYBE matched by Dark Miasma.


@Draeth Darkstar
Virtue [Heroes, Roleplay], Freedom [Villains], Exalted [All Sides, Roleplay]
Code:
I24 Proc Chance = (Enhanced Recharge + Activation Time) * (Current PPM * 1.25) / 60*(1 + .75*(.15*Radius - 0.011*Radius*(360-Arc)/30))
Single Target Radius = 0. AoE Non-Cone Arc = 360.

 

Posted

Quote:
Originally Posted by Draeth Darkstar View Post
In what universe do you live that Ice Control can do anything that, for example, Plant, can't?
Yes, but plant is stupidly overpowered. It is better than all of the others. So being worse than plant means nothing.

Ice could use help. It needs to have its immobilizes not break ice slick. Other than that it is great.


 

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so is this a consensus (if not unanimous)

Really need help:
Electric Blast
Electric Assault
Energy Melee
Mercenaries
Battle Axe
Devices
Gravity Control (doms)
Poison

Could use a bit of something:
Ice Control
Force Field
Ninjas
Trick Arrow
Assault Rifle
Dual Pistol
Regen
Sonic Resonance
Spines
Blaster secondaries besides MM and Nrg


 

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Originally Posted by dugfromthearth View Post
Ice could use help. It needs to have its immobilizes not break ice slick. Other than that it is great.
So don't use them on ice slick.