Jump to content

ExeErdna

Members
  • Posts

    187
  • Joined

  • Last visited

Everything posted by ExeErdna

  1. Yeah, I can agree, Tankers were never really AOE specs unless you were running Elec, Staff, and Titan which can reach out pretty well. Yet most secondaries have 1 really good AOE and the rest are ok. It's why to me at least Primaries with damage always stood out.
  2. The lights are based on the time of day from what I've noticed, they're only on at night.
  3. I get where you're coming from especially, on the aura. Personally, the effect needs to cover more of that 20ft radius for more visual feedback. Since it's the same radius as Hot Feet and that has the visual aspect that helps it feel more impactful. Also, multiple blasts do happen it's often time the sound is drown out and the "Blast Off's" are stacking between the aura, the pet and what you're casting. The problem I think is bothering you is how the Blast Off procs are inconsistent sometimes. As it'll hit 1 guy like 4 times and the rest of group is just debuffed, so, the frequency could be buffed to be a bit more snappy. That "Pow" sound is Incendiary going off. I don't want it to be like "firecrackers" since they'll roll into the "annoying sounds please turn that off" That Hurricane, Repel and Sonic Repulsion currently have. Sparking Chain is fine because it's supposed to be used after a Glittering Column. If Sparking Chain was buff to be like that it could risk pulling 2 mobs which would just cause more problems later. Since that's an issue I've have when playing Trollers when I first started throwing out that AOE Immo can makes things worse if you hit 2 groups by mistake. I like it being a bit more contained than other AOE Immos
  4. From my time testing tankers I realized Tankers are melee controllers. So to me they either NEED to be able to sweep through mobs and soften them up for other players. Or IF their damage is low their debuffing/mezzing should be high. A Lowbie troller using their AOE Immo or a Fire Blaster using Fireball should NEVER pull aggro off a Tanker. If a Tanker now is gonna be lower damage they need a higher aggro cap which means their AOE's need to be made bigger. Which is now a cascading effect of problems. Since if they are weaker people will expect something else is stronger. Since Brutes can get wild with their damage numbers they just prefer to have double auras to be a ball of damage. While if you would mirror the build on Tanker it would be a slightly bigger ball of aggro. It's why Fire, Elec, Dark, Ice, Bio/Spines, Rad are popular across both AT's When they don't have a proper AOE aura like with Regen and EA they have to make it up with being extremely solid almost to the point of unkillable. That's a traditional thought process of the Tanker yet when ALL the damage and AOE are pulled down to prevent the "murder balls" it's hurting the Invincible/Broad Sword which was already lacking normally. Since one thing personally about Tankers they should be the BASELINE of melee damage and defensive scaling. Since Brutes SHOULD scale higher damage wise because their builds are often extremely hot and unstable. Scrappers have amazing offensive and defensive selection of powers not too strong and not too weak. Stalkers being the powerhouses because they often give up AOE attacks and defensive ability for stealth and high burst. Finally, Sentinels are sitting in the same lane as Scrappers but with Blaster sets. Instead of going for "everything should be closer to the same" It should be "Everything needs to stand out" letting Tanker's keep their baseline damage doesn't make Brutish Murder Ball less appealing due to stability. Upping their AOE isn't just for the murder balls it's for Titan weapons, the Super Strength, Staff Mastery, The War Mace, Broad Swords, etc. The Regen/Axe shouldn't be weaker because the Fire/Rad is just gonna be stronger. Let them both be strong in their own way.
  5. This is a good selection of stuff to be ported to the players I know it'll be harder to get those armor pieces over to the female models tho. Eventhough how much I want that PPD chest and shoulders for my Arsenal/Traps troller.
  6. Brillant Barrage should work more aligned with how Glittering Column should work as an AOE. I've noticed the Barrage has a weird LOS between me and the enemy feature which has down me honestly too often. Due to I'll attempt to stack the barrage on top of column even if I'm not that far out from it and it just refuses to work. I've even experienced this is melee range where it wouldn't click. IMO the LOS has to go before release because it's gonna get complaints.
  7. Personally drop the taunt from Tree and give it some sort of anti mez. Let the Taunt gimmick be unique to Pyro
  8. From what I've been playing with on Trollers I'm really understanding how this wants to be slotted Sparkling Cage: is either a skip or 5 slots with Decimation taking a build up proc is up to choice. Dazzle: is a 4 slot with Basalisk's Gaze Sparking Chain: is either a 5 slot purple immo set or 6 slot immo set or add a 50 dmg piece in place of the hold proc. Then Overpowering Presence. Glittering Column: Either 2 slot d-sync/hami (end/-def/-tohit), 5 slot dark watcher or 6 slot with a 5 piece dark watcher and a 50 dmg piece. Hypnotizing Lights: 6 slot with either Overpowering Presence or Overwhelming Force Multipurpose Missiles: 6 slot with Will of the Controller Incendiary Aura: 2 slot with d-sync/hami (end/-def/-tohit) Explosive Bouquet: 6 slot purple hold set or use a 6 slot Lockdown Catherine Wheel: 6 slot Cupid's Crush Edit for Doms Put Dominating Grasp in Sparking Chain, Ancendency of the Dominator in Hypnotizing Lights and Ragnarok in Multipurpose Missiles
  9. Yeah, Spirit Tree was not holding aggro well at all since I was testing this versus Carnies. Creepers hold aggro more consistently than the Tree, I also miss my whole point of my building was the drop multiple of them to keep a group healed. The most consistent way the Tree holds aggro you have to pull at near max range and somewhat break Line of Sight. The reason why I used Carnies as a test because we know the first thing most of the mobs do is Blind so anytime I got instantly held, I knew the aggro failed. To me, Vines isn't worth slotting for dmg tragically.
  10. The best one in theory is the immo proc so they don't wander off yet that doesn't stop that most of the time I'm just putting "Will of the Controller", "Ragnarok" or "Avalanche" in stuns,
  11. You're misunderstanding the point on purpose, When you open with a confusion IT SHOULD WORK. Which goes back to me saying knockdown is more of a consistent CC. Since now AOE Confusion is barely doing its job outside of Arsenal. Instead of fighting each other, I get hit.
  12. This is something I've noticed it isn't as consistent. It's kinda why I liked using Malaise over the Purple because it has range which can get to like 67.4 ish feet with an alpha helping it out. That extra 17 feet can help with that cleave. I also agree it seems like Spores is just better than Seeds atm
  13. I unironically see defenders are better than corrupters. Corr's main ability comes online too late so with all the AT's that can "crit" they're the worse. Defenders simply having more debuffing across the board are more consistent. Which is where the issue from Tanker and Brute is. Brutes are great for the "double aura" setup while tankers are basically melee controllers. This is using Dark armor as a baseline. Brutes can use their set to keep cooler overall with less debuffing and resistance while doing more dmg. Tanker is the other way around. Yet personally the hit to Tanker's damage isn't good .85 is too deep of a cut. dropping off 5% sure yet that 15 hurts them while Brutes can really ramp up their damage.
  14. I did notice both issues on my Elec/Elec troller Electric Brawl and Charged Brawl are all the duo are using now. I haven't seen Jolting Chain at all now and don't think they're even using Shock. Since on Live before moving into melee they both would use Jolting Chain and use it the moment anything ran out of their melee range. The player version just really confirms at late game, Ball Lightning is the overall better choice Than Jolting Chain. It's why I spec'd the way I did because the Gremlin's coverage
  15. So does BWI as I said they're nasty when they group up since you have to deal with such a mixed group. Since you're dealing with multiple damage and mez checks. As a threat they're Malta but much more dangerous
  16. I used it like that because I didn't have the merits or the money to buy the purple set. It was a cheap option that I just stuck with. I 5 slotted Malaise with Cacophony's proc. I rather have the damage with the confusion being a cherry on top. Since I never found that much success with the purple set later on compared to the damage.
  17. That's why I said I just ended up using it to pull mobs it's short fuse and large aggro range is good for that. It's still a good opener depending you have something that can work with it. IMO the best sets for Pyro are the classical strong Storm and Time. How I've used it is dropping it right on a Heavy and if there's a mob in the room I can pull them back to us.
  18. I moved my Elec/Elec from Live onto the Beta Gremlins are really good and the fact we can control them now means they're not that hyper-aggressive duo that was hard to work with for some players. Static Field nothing felt different Jolting Chain, I prefer the faster chains. The only reason I spec'd out of it because I wanted to use Ball Lightning. They kinda align now so it's based on taste and building logic. Conductive Aura, I somewhat noticed it. When fighting BWI and they do that whole "Targeted" and they mob you. Testa Coil, I'll miss the raw aspect of that pop from the blast yet now it's just better for fighting stronger mobs since it now keeps checking for that hold. Synaptic Overload, I really didn't notice any difference besides the adaptive recharge changes.
  19. The best confusion isn't on Plant it's on Arsenal, for Plant most of us used it as a proc bomb to hit for like 200 dmg and the confusion was a cherry on top. To be real it would be Ice on a Dom yet that aura is personally too hot to respect.
  20. The best form of control is knockdown/up since there's no real limit to how much it loops especially if you have stacking sources like an Earthquake/Bonfire on a Frenzied Tide Pool.
  21. As somebody that min/max'd a Plant/Nature they're making it seems like Plant is crazy OP. It isn't never was, it's simply visually impressive seeing 20 vines pop up yet how did the mob die? The Fire Blaster nuked the mob... All I play seriously now is Trollers and Plant is lower tier that's because outside of Creepers it's basic. Other sets are either bring more debuffing in the kit itself or as you said safer.
  22. Not really, especially with Elec getting major buffs across the whole kit. Where Plant's Fly Trap needs to be looked at badly more so than anything.
  23. Yeah at 50, respecing a few times, and then having the ability to buy more stuff. Hard to balance when something new ends up having a spicer than intended interaction
  24. A part of me likes them being uniform in a way. BWI are the best of some really tough groups. They clearly got some former Seers(Widows), IDF, and Syndicate members. They're uniform and super deadly to rush into like Malta. Seeing a group use teamwork and are more than simply reactive. Once they notice you and you're flatfooted it's over even for Tankers. Are we gonna see a BWI version of Praetorian Duray in the future? If he's not dead but still that would be a nice call back.
  25. Excelsion feature is the best thing for Dampening Bubble because for me at least I often forget it's even down when I use it because It blends in so well. Now I can see what I'm doing, Yet on live I'm gonna put Dispersion Bubble back to the Min. I mean unless there's time for Min version Excelsion JUST for Dispersion where we just get the small bubble around allies...
×
×
  • Create New...
OSZAR »