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FC.31.20151210a.40/.41 - Onslaught Week!

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    roughbearmattachroughbearmattach Posts: 4,784 Arc User
    I made a new supernatural build just yesterday that had energy management issues with that EU until I took Rec as a superstat. You can still run out of energy, depending on the powers you choose.

    I had this situation: clicked an attack a few times, energy level just above the 15% trigger for Supernatural Power EU, but not enough energy to use that attack again.
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    spookyspectrespookyspectre Posts: 632 Arc User
    spinnytop said:

    With Shred being what it is on PTS now, it needs to have a serious energy cost increase or have its damage significantly reduced when hitting more than one target. Both actually considering its how TGM is being treated now. Its bleeds shouldn't apply to every target either. This is seriously being overbuffed to a level that is OP. Stop it.​​

    Mm, you used some very firm language there. Neat!

    It's a melee power. That is all.
    Agreed. Melee powers should be balanced noticeably higher than ranged, to compete with the advantage ranged powers provide, whether that's pure DPS or other utility.
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    aiqaaiqa Posts: 2,620 Arc User
    Supernatural Power is not exactly instant to proc, you need to be able to do your next attack while SP takes its time to restore your energy. And you need to do that while your energy is already under 15% of the max. With MA having enough energy your energy is pretty much always full, with Bestial it means your energy is always low. That makes a huge difference if you want to use a more expensive power like conviction.
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    squirrelloidsquirrelloid Posts: 869 Arc User
    gradii said:

    gradii said:


    Yes the savage relies on that for energy. Martial arts STILL has better POTENTIAL for energy management however, given the combination of rush and the new EU.

    I'm not sure what better potential means when the supernatural EU literally triggers whenever you would run out of energy, so you're never short no matter what.
    Do you USE Supernatural power? You can still run out.
    I use it with my Cursed AT, and as long as I'm hitting an enemy, i never run out of energy. (Pestilence- i think that's the power's name, the PBAoE poison cloud - is the only cause of me ever running out of energy, and only when there are no enemies).

    So, for boss fights (where enemies don't disappear frequently because they die), i can literally stand next to the boss and hold down the power's key for 4 seconds, and repeat indefinitely until the boss succumbs. And the power's not exactly energy friendly. I can't imagine any of bestial's powers having any trouble, especially since they require targets.

    I mean, you might have to actually take some Rec, the horrors.
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    rerrotrerrot Posts: 80 Arc User
    The next upgrade can you put the time of wait for lemuria crisis in 3 minutes? And too the % of apparition of the texts of the lore "Chapter and Verse" in Therakiel's Temple with the losts costumes pls? Thx.
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    circleofpsi#4619 circleofpsi Posts: 2,919 Arc User
    edited February 2016
    Wait wait wait, Where are the FREE RECON TOKENS?, that we where MEANT to be have given?

    The Speiclailest change has came into LIVE, and my toon does not have Two-Gun MoJo and not a free recon token


    Powers Changes
    - Players who own Two-Gun Mojo or Bullet Beatdown will receive a respec.
    Psi.
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    xcelsior41xcelsior41 Posts: 1,056 Arc User
    edited February 2016
    cryneting said:

    Wait wait wait, Where are the FREE RECON TOKENS?, that we where MEANT to be have given?

    The Speiclailest change has came into LIVE, and my toon does not have Two-Gun MoJo and not a free recon token


    Powers Changes
    - Players who own Two-Gun Mojo or Bullet Beatdown will receive a respec.

    I didn't see any patch notes..the changes are live?, are you sure it's not just a mishap(has happened before)?.

    EDIT: Ayup they're live.
    Buffing everything to stupid high levels and nerfing everything to piss poor levels yields the same results, but not the same community reactions.

    42 40s, LTSer.
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    cryneting said:

    Wait wait wait, Where are the FREE RECON TOKENS?, that we where MEANT to be have given?

    The Speiclailest change has came into LIVE, and my toon does not have Two-Gun MoJo and not a free recon token


    Powers Changes
    - Players who own Two-Gun Mojo or Bullet Beatdown will receive a respec.

    I didn't see any patch notes..the changes are live?, are you sure it's not just a mishap(has happened before)?.

    EDIT: Ayup they're live.
    Excaly, where is our Recons?
    Psi.
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    sagewithbubblessagewithbubbles Posts: 484 Arc User
    edited February 2016
    cryneting said:



    Excaly, where is our Recons?

    Go to the Powerhouse, you've probably got a forced (free) Retcon.

    Edit: Nope. Weird. Especially considering they just removed the power entirely, that should've forced a retcon for a lot of builds since they'd become invalid.

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    jonsillsjonsills Posts: 6,317 Arc User
    Retcon hell, where are the patch notes? And now I have to go in and rework Space Cowboy...
    "Science teaches us to expect -- demand -- more than just eerie mysteries. What use is a puzzle that can't be solved? Patience is fine, but I'm not going to stop asking the universe to make sense!"

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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    You'll presumably get a forced retcon if your build becomes illegal without 2GM (for example, 2GM was power 2, and power 4 requires 2 non-energy-builder powers or 3 munitions powers), but not if it remains legal without 2GM.
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    xcelsior41xcelsior41 Posts: 1,056 Arc User

    You'll presumably get a forced retcon if your build becomes illegal without 2GM (for example, 2GM was power 2, and power 4 requires 2 non-energy-builder powers or 3 munitions powers), but not if it remains legal without 2GM.

    That's cheap :/ oh well..
    Buffing everything to stupid high levels and nerfing everything to piss poor levels yields the same results, but not the same community reactions.

    42 40s, LTSer.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User

    That's cheap :/ oh well..

    No, that's just the way forced retcons work. However, we should be getting a free retcon, and it's a bug if there isn't one (when you go in to do a retcon, it should tell you that you have a free one. Note that free retcons do not stack).
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    avianosavianos Posts: 6,028 Arc User
    Bug: Pistol Whip
    This power doesn't trigger Killer Instinct​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    flowcytoflowcyto Posts: 12,746 Arc User
    edited February 2016
    rtma said:

    flowcyto said:


    I hope more offensive passives get this 'generalist' treatment,

    Why? so the only difference you get it the minor bonuses you get from them? Personally I like the distinction between Passives that makes them more literal about their Form then just, Only using this cause it's better then X Passive, Ice/Fire Form already increases Elemental Damage, Seraphim/Shadow Form increases Paranormal, and now with Unstoppable/War of the Warrior, yes Melee can use more support/Love, but you're blurring their distinction that Passive defines itself, if this affects all offensive passives the problem is going to come down to treating it as a math problem,

    The majority going to take X over Y cause better bonuses, why do you think Quarry/AoPM is popular? cause it's very flexible with little downside/trade off, compared to say I dunno, Kinetic Manipulation? sure some of you will rejoice for more flexibility but the extreme is going to be alot of different passives doing the same thing only with marginal bonuses, like Fiery form's chance to apply Clinging Flames when attacked and small AoE damage in proximity, Ice forms chance to apply Chill and Root with Ice Cage when attacked, when does it end? it all comes down to choice.
    Its cause most offensive passives are too specialized, and the two dps roles are still split apart. One of those is perhaps fine, but not both, imo.

    Atm, if ya take an Offensive passive and w/ the Ranged and Melee dps roles being split, its possible to have attacks that hit for less than a Hybrid using AoPM. That seems wrong to me. You go for one of the dps roles and take an offensive passive, give up a lot of potential personal defenses and/or team-related boosts to laser-focus on dps, and due to the restrictions ya may end up w/ attacks that are weaker than a non-dps using the same. That's not right, imo.

    For ex. say I'm a Might melee dps (Haymaker main)- I take the old Unstoppable, melee dps role, and decide to help w/ Might's spotty AoE by taking Shockwave. That build's Shockwave is only getting boosted by general SS dmg boosts (everyone gets), gear (again, universal), normal ranks (universal), and a toggle (universally available). My passive and dmg roles aren't boosting that attack at all, so a jack-of-all-trades Hybrid can even out-dps me w/ it. Why is that okay? Shouldn't I at least be able to keep pace w/ that Hybrid on attacks not primarily boosted by my passive? I'm a dps after all- doing dmg it is pretty much all I do- or at least what you'd want to take me along for.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
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    rtmartma Posts: 1,198 Arc User
    flowcyto said:


    Its cause most offensive passives are too specialized, and the two dps roles are still split apart. One of those is perhaps fine, but not both, imo.

    Atm, if ya take an Offensive passive and w/ the Ranged and Melee dps roles being split, its possible to have attacks that hit for less than a Hybrid using AoPM. That seems wrong to me. You go for one of the dps roles and take an offensive passive, give up a lot of potential personal defenses and/or team-related boosts to laser-focus on dps, and due to the restrictions ya may end up w/ attacks that are weaker than a non-dps using the same. That's not right, imo.

    For ex. say I'm a Might melee dps (Haymaker main)- I take the old Unstoppable, melee dps role, and decide to help w/ Might's spotty AoE by taking Shockwave. That build's Shockwave is only getting boosted by general SS dmg boosts (everyone gets), gear (again, universal), normal ranks (universal), and a toggle (universally available). My passive and dmg roles aren't boosting that attack at all, so a jack-of-all-trades Hybrid can even out-dps me w/ it. Why is that okay? Shouldn't I at least be able to keep pace w/ that Hybrid on attacks not primarily boosted by my passive? I'm a dps after all- doing dmg it is pretty much all I do- or at least what you'd want to take me along for.

    Well, That's the way the roles work unfortunately, so unless they made options for all frameworks to use Melee/Ranged oriented powers and used their passives to bolster their Framework's damage only primarily and damage type secondary, you picking Melee Role is just that, you're boosting your Melee damage more then ranged, so Shock wave is more of a utility (Design and tagged Ranged Power) Doesn't help we don't have a Sonic Damage framework (Yet?) where it would shine with associated passive,

    I know a true Hybrid of Melee/Ranged is difficult in CO cause of the limited super stats and combo's but you could manage in Hybrid Role (AoPM most likely, Str/Ego Super-stats) and use Vindicator with it's mastery, it's still possible but focusing on Melee or Ranged gives you more flexibility with power choices, synergy etc.
    Want to get to know me a bit better, Click me and take a read of My Dragon Profile Page, it's a bit dated but still relevant.

    I take this quote from a review that I agree with.

    "customisation is so linear; everyone is after the optimal dps:survivability ratio with 0 reliance on other players = autonomous gameplay... Players don't need each other anymore... which in my opinion is a bad thing."
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    Come on Lady Glad, where are they?, my build is ruined due to the forced power removal, where is our Recon? thing, what ever its called, I forgot.

    Matter of fact: I know this chuold be just a mistake on there part, but are they really expecting us to "pay up" to make our builds better, feel free to correct me, just a horrible tought
    Psi.
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    magpieuk2014magpieuk2014 Posts: 1,268 Arc User
    edited February 2016
    Bug: The Specialist AT is not offering a choice of powers at lvl6. I've mentioned this before, but when did a fundamental flaw prevent something from being part of a promoted giveaway? :)

    Anyway. When/if you do get around to fixing it and if it has to be a choice at lvl6, could you make it between Holdout Shot and Blade Tempest? Burst Shot and Blade Tempest work nicely together with the debuff from Burst Shot, so that's a much better combo than the original plan.

    Ideally it should be Gunslinger/Burst Shot/Blade Tempest/Passive/Form/Eye of the Storm and the a choice between Holdout Shot and Breakaway Shot at level 17, but, y'know, I guess there are other things to do.
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    flowcytoflowcyto Posts: 12,746 Arc User
    The split melee and ranged roles actually impacts ATs. There's 'Hybrid' in the sense of a jack-of-all-trades (or at least is the middle between >1 node of an area), and 'hybrid' as in uses a melee and ranged mix of attacks. The later can still technically be a called a dps, though. The Night Avenger is this- its in the Hybrid role atm only cause I assume the devs don't want you to favor melee or ranged innately, but the Hybrid role itself does it no favors. I'd call it a HINO (Hybrid-in-name-only). It still has a squishy offensive passive, doesn't have any healing powers to benefit from Hybrid role's bonus heal, and can't tank dmg to deal w/ the increased aggro that the Hybrid role gets over the dps roles.

    In a more balanced game, the ranged and melee roles would be merged, and the NA AT should be categorized as a dps. For now, I'll settle w/ more smaller, general dmg boosts for all offensive passives. They still have a specialized dmg boost (well, most of them), so that still encourages some amount of build intuition and diversity among them. An Electric toon using Elec Form will still do more dps w/ LArc, for ex, than a ranged toon using an Ego Form that has a smaller general dmg boost, etc. Adding such general bonuses just allows a dps FF to mix from many powersets w/o being overly penalized for it, dmg-wise.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
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    rerrotrerrot Posts: 80 Arc User
    Too 1 recon for who was with the advantage of reaper's caress and the others powers combo before of this patch, no?
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    rerrot said:

    Too 1 recon for who was with the advantage of reaper's caress and the others powers combo before of this patch, no?

    Had a feeling for that too
    Psi.
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    xacchaeusxacchaeus Posts: 308 Arc User
    unless something broke, go to the ph and "train" then you will get your respec
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    sagewithbubblessagewithbubbles Posts: 484 Arc User
    edited February 2016
    flowcyto said:


    In a more balanced game, the ranged and melee roles would be merged

    I remember arguing against this years ago (in the leadup to On Alert that heralded the role revamp), and I'll still argue it today.

    Merging the two just disadvantages pure melee more than it should, and it needs more help than ranged does if you're building for a DPS.

    The things that melee's bad at, in a hybrid ranged-melee build, can be covered by the ranged side of things.

    But if you're trying to build solely-melee, for whatever reason, it needs a bit of help.

    Not that the existing roles do that very well, mind. But it's still something that needs to be taken into consideration.

    I'd change them to something like:

    * DPS role: Equivalent damage boost to Ranged DPS/Melee DPS now, equivalent penalties now. Literally just cramming the two together, taking the higher energy builder return from melee.

    * Melee role: Equivalent damage boost to the Melee DPS role now. Higher penalty to ranged damage attacks and ranged crowd control. Increased damage resistance to AoEs that are not targeted at the player (like Elusive, in the Warden tree, stacks with Elusive). Melee crowd control doesn't have the DPS role penalties.

    Helps to address the two deficiencies in all-melee builds (keeping non-boss things in range and being in more danger from being close) without giving hybrid DPS a damage penalty.



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    flowcytoflowcyto Posts: 12,746 Arc User
    edited February 2016

    flowcyto said:


    In a more balanced game, the ranged and melee roles would be merged

    I remember arguing against this years ago (in the leadup to On Alert that heralded the role revamp), and I'll still argue it today.

    Merging the two just disadvantages pure melee more than it should, and it needs more help than ranged does if you're building for a DPS.

    The things that melee's bad at, in a hybrid ranged-melee build, can be covered by the ranged side of things.

    But if you're trying to build solely-melee, for whatever reason, it needs a bit of help.

    Not that the existing roles do that very well, mind. But it's still something that needs to be taken into consideration.

    I'd change them to something like:

    * DPS role: Equivalent damage boost to Ranged DPS/Melee DPS now, equivalent penalties now. Literally just cramming the two together, taking the higher energy builder return from melee.

    * Melee role: Equivalent damage boost to the Melee DPS role now. Higher penalty to ranged damage attacks and ranged crowd control. Increased damage resistance to AoEs that are not targeted at the player (like Elusive, in the Warden tree, stacks with Elusive). Melee crowd control doesn't have the DPS role penalties.

    Helps to address the two deficiencies in all-melee builds (keeping non-boss things in range and being in more danger from being close) without giving hybrid DPS a damage penalty.
    Yea, they don't necc have to merge the roles or even change them (though that could be nice). If they want to keep that a strategic choice in FF builds then that's fine w/ me, but one of the pitfalls of that is potentially doing lower dps w/ certain attacks than a hybrid of the same backbone but using AoPM, when ur the guy/gal that's supposed to bring the dps. Anything that helps addresses that last point is okay w/ me.

    The NA AT itself could just be better built. Maybe actually add a ranged end builder and a healing power like BCR, and more defensive options- etc. If its gonna stay a Hybrid, it mine as well embrace its bonuses.
    <CO stuff> .: Petco :. // A basic FF building guide (see 1st reply) // PSA on Power Activation Delay // Ayonachan's Gift Horse (misc stat data)
    - Be safe and have fun, champs - for science!
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    crypticbuxomcrypticbuxom Posts: 4,594 Arc User
    The melee argument for Shred really doesn't work with how much good stuff is going on.

    It applies a debuff now on top of all the great damage it can already do and it costs little to nothing to perform even without bleeds. Throw on the Supernatural Power EU and one End mod (you don't need to superstat Rec or End) so you never run out of energy. Massacre on top of that you don't need to get other powers to make claws work at all.

    Not to mention the EU/Massacre exploit of getting the power to go off without needing the energy at all every other use.​​
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    criswolf09criswolf09 Posts: 748 Arc User
    Dear devs if you are going to overhaul another AT please update the night avenger! At least give it a choice at level 25 between grappling gun pull and bionic shielding please!
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    thebuckeyethebuckeye Posts: 814 Arc User
    Strike Down still has its Placeholder icon (aka the Dragon's Wrath icon)
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    rerrotrerrot Posts: 80 Arc User
    Or the BCR + Masterfuldodge and the Steadfast for the Night Avenger too, no?
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    meedacthunistmeedacthunist Posts: 2,961 Arc User1
    TBH, of all premium ATs the Fist is probably the most gimped one. It has no place for itself, really. Kinda plays like the Blade with unarmed MA instead of Single Blade, is only minimally less squishy than the Blade (but the Blade can tops its DPS by stacking bleeds), and when purchasing ATs because of the theme it more often than not ends overlooked in favor of the Master. I'm not sure if the Fist isn't the rarest purchased AT.​​
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    xcelsior41xcelsior41 Posts: 1,056 Arc User

    TBH, of all premium ATs the Fist is probably the most gimped one. It has no place for itself, really. Kinda plays like the Blade with unarmed MA instead of Single Blade, is only minimally less squishy than the Blade (but the Blade can tops its DPS by stacking bleeds), and when purchasing ATs because of the theme it more often than not ends overlooked in favor of the Master. I'm not sure if the Fist isn't the rarest purchased AT.​​

    Honestly I can say, I've never really liked the setup of the fist..seems really meh..
    Buffing everything to stupid high levels and nerfing everything to piss poor levels yields the same results, but not the same community reactions.

    42 40s, LTSer.
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    aiqaaiqa Posts: 2,620 Arc User

    The melee argument for Shred really doesn't work with how much good stuff is going on.



    It applies a debuff now on top of all the great damage it can already do and it costs little to nothing to perform even without bleeds. Throw on the Supernatural Power EU and one End mod (you don't need to superstat Rec or End) so you never run out of energy. Massacre on top of that you don't need to get other powers to make claws work at all.



    Not to mention the EU/Massacre exploit of getting the power to go off without needing the energy at all every other use.​​

    That at least needs some energy stat. You can infinitely spam any MA power on a str/con/dex (in any order) build as long as you keep rush up. And now with the new EU that is possible for almost all MA powers even without rush. Also the bestial set is not the claws set, claws is a MA set, bestial is the supernatural set.

    Shred is pretty much the same as a cheap maintain like Venomous Breath, it's more expensive in fact. The damage is not the best, but it's cheap so you wont have to worry about energy. Once you start adding in Massacre you do need to worry a bit about energy (unlike MA).

    And all in all bestial was nerfed more than buffed. Shred used to add 15 seconds to existing shred debuff, now it only sets the duration to 15 seconds. It used to have 50%/50%/100% chance of applying shred, now it's only 100% on the last hit. Its damage was lowered and was given one of the worst AoE's of any combo power that was turned into an AoE.

    flowcyto said:


    In a more balanced game, the ranged and melee roles would be merged

    I remember arguing against this years ago (in the leadup to On Alert that heralded the role revamp), and I'll still argue it today.

    Merging the two just disadvantages pure melee more than it should, and it needs more help than ranged does if you're building for a DPS.

    The things that melee's bad at, in a hybrid ranged-melee build, can be covered by the ranged side of things.

    But if you're trying to build solely-melee, for whatever reason, it needs a bit of help.

    Not that the existing roles do that very well, mind. But it's still something that needs to be taken into consideration.

    I'd change them to something like:

    * DPS role: Equivalent damage boost to Ranged DPS/Melee DPS now, equivalent penalties now. Literally just cramming the two together, taking the higher energy builder return from melee.

    * Melee role: Equivalent damage boost to the Melee DPS role now. Higher penalty to ranged damage attacks and ranged crowd control. Increased damage resistance to AoEs that are not targeted at the player (like Elusive, in the Warden tree, stacks with Elusive). Melee crowd control doesn't have the DPS role penalties.

    Helps to address the two deficiencies in all-melee builds (keeping non-boss things in range and being in more danger from being close) without giving hybrid DPS a damage penalty.
    The advantages for melee were taken out of the role and put into specs during the On Alert patch. And I like them better on specs to be honest. So I would like the two roles to be combined and if Brawler specs are not giving melee enough of an edge, those specs should just be improved. At least this would allow for melee/ranged dps builds for the people who like those, just like those are already available for players in hybrid, support or tank role.
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    sagewithbubblessagewithbubbles Posts: 484 Arc User
    edited February 2016
    aiqa said:


    The advantages for melee were taken out of the role and put into specs during the On Alert patch. And I like them better on specs to be honest. So I would like the two roles to be combined and if Brawler specs are not giving melee enough of an edge, those specs should just be improved. At least this would allow for melee/ranged dps builds for the people who like those, just like those are already available for players in hybrid, support or tank role.

    Yeah, I remember old Avenger (which was miserable) and old Brawler (which was tolerable).

    Tying it to Brawler disadvantages them compared to ranged DPS due to the strongest specs (at the moment) being in Vindicator/Guardian/Warden. And even then, Protector/Arbiter can be better to address the specific disadvantages melee has against ranged (a lot of deadly enemy attacks are PBAoE or short-ranged). Though generally, the Wardicator/Guardicator loop's better overall.

    Even if the loop was nerfed, any of those four trees would be better to actually survive long enough to do damage as a melee DPS than Brawler.

    Just combining the ranged and melee damage bonuses into the current Ranged damage role would be fine for mixed ranged/melee DPS characters and wouldn't penalize pure Ranged characters any (or shouldn't at least).

    But specialized melee needs more help than a hybrid damage role and having one of its spec trees eaten up with Brawler (which, as I've said, is one of the weaker options to take).

    Spec trees were originally intended to let you mix and match to fill gaps in your passive/role/superstat combo. A specific spec shouldn't be required to put melee on par with ranged, since ranged doesn't need a specific spec to have all of its inherent advantages over melee.

    It'd be like tying range increments on attacks to Avenger tree.
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    ogremindesogremindes Posts: 348 Arc User
    Wow, 2GM is too expensive by at least half. Seriously, where were those numbers pulled from? 'cause it doesn't appear to be by comparison to anything else in the set.

    -Ogre
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    heroshima1heroshima1 Posts: 107 Arc User

    - Shred, Vipers Fangs, Reapers Caress and Blade Tempest now count as area of effect.

    So Shred and Frenzy are both AoE and both are Combos, with Shred Proc'ing Bleed. What will the advantage be to taking Frenzy now? Slightly more damage with no Bleed?

    Frenzy actually stacks bleeds now, counts as a combo, hits more than 3 targets consistently -and- has the advantage to apply Furious. Furious is a crit chance buff -and- a healing defensive tool, so taking Frenzy is basically more AOE killing power and survivability.
    Thanks for the reply and others after this one. Looks like I can rework my beast and switch a few powers...now where did they leave that retcon??? <..< >..>
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    - Shred, Vipers Fangs, Reapers Caress and Blade Tempest now count as area of effect.

    So Shred and Frenzy are both AoE and both are Combos, with Shred Proc'ing Bleed. What will the advantage be to taking Frenzy now? Slightly more damage with no Bleed?

    Frenzy actually stacks bleeds now, counts as a combo, hits more than 3 targets consistently -and- has the advantage to apply Furious. Furious is a crit chance buff -and- a healing defensive tool, so taking Frenzy is basically more AOE killing power and survivability.
    Thanks for the reply and others after this one. Looks like I can rework my beast and switch a few powers...now where did they leave that retcon??? <..< >..>


    Excaly..I'm still waiting and I hope they don't pull off the "PAY US" act
    Psi.
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    roughbearmattachroughbearmattach Posts: 4,784 Arc User
    My retcon appeared when I went to the powerhouse, talked to trainer, and hit "Remove Powers".
    The forced retcon dialog box appeared.

    I'm still bummed that I have a toon with bugged purple secondaries.
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    My retcon appeared when I went to the powerhouse, talked to trainer, and hit "Remove Powers".
    The forced retcon dialog box appeared.

    I'm still bummed that I have a toon with bugged purple secondaries.

    didn't happen to me

    How along ago was this?
    Psi.
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    cyronecyrone Posts: 1,028 Arc User

    I use it with my Cursed AT, and as long as I'm hitting an enemy, i never run out of energy. (Pestilence- i think that's the power's name, the PBAoE poison cloud - is the only cause of me ever running out of energy, and only when there are no enemies).

    Epidemic. Pestilence is the passive.
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
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    cyronecyrone Posts: 1,028 Arc User
    gradii said:

    2gm cost is still way too high. Aside from that the change isn't too bad but the cost is breaking it.

    Two Gun Mojo cost is just fine. Killer Instinct and Concentration, even had a spare advantage point to put into Accelerate Metabolism on Two Gun. I can maintain it just fine 3-4 full maintains before I have to have a "breather".
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
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    chaelkchaelk Posts: 7,732 Arc User
    BUG:Live
    Specialist AT


    choice powers are not choosable.
    they are shown in one box when they should be separate
    this is the difference
    dud%20choices_zpsa0kogmzi.png


    this is on LIVE

    dud%20choices%202_zps5hvcblag.png

    It's the same as was done with the VB alert boss xp.
    Two together in a bubble doesn't work, they have to be separate​​
    Stuffing up Freeform builds since Mid 2011
    4e1f62c7-8ea7-4996-8f22-bae41fea063b_zpsu7p3urv1.jpg

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    carrionbaggagecarrionbaggage Posts: 721 Community Moderator
    chaelk said:

    BUG:Live

    Specialist AT


    choice powers are not choosable.
    they are shown in one box when they should be separate

    Two together in a bubble doesn't work, they have to be separate​​

    When you first choose "Train Up" at the trainer, the 2-in-1 bubble appears on the summary window of the powers you'll receive. When you press "Purchase Powers", that pulls up the 2-separate-bubbles window where you can choose which power you want.

    In the previous build, "Purchase Powers" only brought up a blank window, but that issue was fixed with the most current build that is now Live.
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    avianosavianos Posts: 6,028 Arc User
    edited February 2016
    Ok the new Energy Unlock for MA is great but there are a lot of Oversights here
    Ravenforce and I had been invastigating it
    Steadfast DOESN'T get triggered by
    1. Dragon Kick
    2. Crashing Wave Kick
    3. Thundering Kicks
    4. Inexorable Tides
    5. Thunderbolt Lunge
    6. Fury of The Dragon
    7. Shuriken Throw
    8. Smoke Bomb Lunge
    9. Strike Down

    and Pistol Whip DOESN'T trigger Killer Instinct

    Please fix the Steadfast Energy Unlock

    My real complain is that NONE of the people who have access on PTS test it! All this fuss about TGM and nobody tested the new Energy Build onion-65.gif

    also PLEASE of PLEASE Fix Fury of the Dragon bugged scaling with FOCUS
    This ultimate still does pathetic low damage​​
    POWERFRAME REVAMPS, NEW POWERS and BUG FIXES > Recycled Content and Events and even costumes at this point Introvert guy who use CO to make his characters playable and get experimental with Viable FF Theme builds! Running out of Unique FF builds due to the lack of updates and synergiesPlaying since 1 February 2011 98+ Characters (7 ATs, 91 FFs) ALTitis for Life!
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    roughbearmattachroughbearmattach Posts: 4,784 Arc User
    cryneting said:

    My retcon appeared when I went to the powerhouse, talked to trainer, and hit "Remove Powers".
    The forced retcon dialog box appeared.

    I'm still bummed that I have a toon with bugged purple secondaries.

    didn't happen to me

    How along ago was this?
    When I went on last night, with a FF toon that had 2GM, that power and another were missing--they were not valid parts of my build.
    When I went to powerhouse trainer, I had the forced retcon dialog.

    I am guessing that builds in which 2GM remained legal as a tier 3 power did not get the forced retcon, so got no retcon at all.


    As for purple secondaries, I bought them last week, figured the latest patch would have fixed them.
    ___________________________________________________________

    Whoever you are, be that person one hundred percent. Don't compromise on your identity.
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    pantagruel01pantagruel01 Posts: 7,091 Arc User

    I am guessing that builds in which 2GM remained legal as a tier 3 power did not get the forced retcon, so got no retcon at all.

    Well, 2GM just got removed. Builds that were made illegal by having a power removed got a forced retcon. As far as I can tell no builds got a free retcon (which is different from a forced retcon).
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    dakrushmordakrushmor Posts: 592 Arc User
    edited February 2016
    avianos said:


    Steadfast DOESN'T get triggered by

    1. Dragon Kick
    2. Crashing Wave Kick
    3. Thundering Kicks
    4. Inexorable Tides
    5. Thunderbolt Lunge
    6. Fury of The Dragon
    7. Shuriken Throw
    8. Smoke Bomb Lunge
    9. Strike Down
    ​​
    So, no one of Kick powers trigger new energy unlock? Despite the fact, that kicking move depicted on ability's icon :D It's sad, but otoh that means those powers definitely should be ones to be looked at as soon, as possible. They're a bit problematic by themselves.

    TK's one of few combos, that wasn't looked at this week. Rly hope that stuff will be up within few days to look, buff, fix etc.
    Post edited by dakrushmor on
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    cyronecyrone Posts: 1,028 Arc User
    edited February 2016
    gradii said:

    cyrone said:

    gradii said:

    2gm cost is still way too high. Aside from that the change isn't too bad but the cost is breaking it.

    Two Gun Mojo cost is just fine. Killer Instinct and Concentration, even had a spare advantage point to put into Accelerate Metabolism on Two Gun. I can maintain it just fine 3-4 full maintains before I have to have a "breather".
    Compare it with Fire all Weapons which now has the SAME cost and is a 120 foot cone doing the same damage.

    Cost is NOT fine.
    Don't just take damage into consideration for cost. FAW yes is a cone, but it's pure damage with Challenging Strikes adv.

    Two Gun is now a narrow cylinder, Crippling Challenge, Nailed to the Ground, Close the Gap, applies Furious to increase crit chance, and from Furious comes Willpower which is a HoT. The cost is fine for the damage and utility the power provides.

    Edit: Also, Two Gun allows for complete mobility (more utility) whereas FAW roots you.
    download_zpsfcg5gnud.jpg
    "There is only one way to support a PFF tank: Send Cyrone lots of money weekly... because he's the only one to successfully be a true PFF Tank." - chuckwolf
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    pantagruel01pantagruel01 Posts: 7,091 Arc User
    gradii said:

    Compare it with Fire all Weapons which now has the SAME cost and is a 120 foot cone doing the same damage.

    And has an enormous cooldown.
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