Please use this thread to discuss changes made to archetypes for this PTS update.ArchetypesNote: Archetypes were always intended to follow the same diminishing returns that freeforms follow. The cause for this issue was discovered and the fix will eventually be applied to all archetypes. We are holding off on applying the fix to each archetype until the archetype has been reviewed.
We are open to making further changes to the current list of corrected archetypes, so please feel free to make suggestions.
The following archetypes have had their diminishing return calculation for damage corrected:
- Automaton
- Blade
- Cybernetic Warrior
- Devastator
- Grimoire
- Hexslinger
- Invincible
- Penitent
- Predator
- Rockstar
- Savage
- Specialist
- Soldier
- Unleashed
- Witch
The Soldier
New power path:
- 1 Steady shot
- 1 Submachinegun Burst
- 6 Holdout Shot OR Rifle Butt
- 8 Targeting Computer
- 11 Concentration
- 14 Shotgun OR Gatling Gun
- 17 Retaliation
- 21 Assault Rifle
- 25 Killer Instinct
- 30 Lock N Load OR Smoke Grenade
- 35 Frag Grenade OR Concussion Grenade
- 40 Sniper Rifle or Rocket
The Unleashed
New power path:
- 1 Rain of Steel
- 2 Blade Tempest
- 6 Form of the Tempest
- 8 Way of the Warrior
- 11 Force Snap or Strike Down
- 14 Force Eruption or Eye of the Storm
- 17 Bountiful Chi Resurgence or Mind Wipe
- 21 Dragon's Wrath
- 25 Force Shield
- 30 Relentless
- 35 Intensity or Field Surge
- 40 Containment Field or Force Geyser
The Blade
Corrected diminishing returns.
New power progression:
- 1 Reaper's Touch
- 1 Reaper's Caress
- 6 Thunderbolt Lunge or Cut Down
- 8 Way of the Warrior
- 11 Scything Blade
- 14 Form of the Swordsman
- 17 Reaper's Embrace OR Dragon's Bite
- 21 Parry
- 25 Relentless
- 30 Smoke Bomb or Bountiful Chi Resurgence
- 35 Masterful Dodge OR Intensity
- 40 Shuriken Throw OR Chained Kunai
Specialist
Corrected diminishing returns.
New Stats: Dexterity Primary. Constitution, Recovery secondary.
Renamed old specialist talent to The Assassin.
Added new Specialist talent.
New Power Progression:
- 1 Gunslinger
- 1 Burst Shot OR Blade Tempest
- 6 Holdout Shot OR Trip Wire
- 8 Lightning Reflexes OR Way of the Warrior
- 11 Form of the Tempest
- 14 Eye of the Storm
- 17 Breakaway Shot OR Strike Down
- 21 Two Gun Mojo OR Dragon's Wrath
- 25 Relentless
- 30 Parry
- 35 Masterful Dodge OR Lock N Load
- 40 Lead Tempest OR Sword Cyclone
New Archetype: The Gunslinger
- 1 Gunslinger
- 1 Burst Shot
- 6 Holdout Pistol OR Pistol Whip
- 8 Composure
- 11 Parting Shot OR Breakaway Shot
- 14 Sharp Shooter
- 17 Two Gun Mojo OR Bullet Ballet
- 21 Antagonize OR Retaliation
- 25 Killer Instinct
- 30 Lead Tempest
- 35 Masterful Dodge OR Lock N Load
- 40 Sniper Rifle OR Execution Shot
Please format any bugs you find in the following format:
Bug
Where it happens
What happensBBCode:
[color="#ff0000"]Bug
Where it happens
What happens[/color]
HTML:
<font color="#ff0000">Bug
Where it happens
What happens</font>
Please format any suggestions you have in the following format:
Suggestion
Your suggestionBBCode:
[color="#4a86e8"]Suggestion
Your suggestion[/color]
HTML:
<font color="#4a86e8">Suggestion
Your suggestion</font>
Comments
Make it a choice to take Way of the Warrior on the Unleashed so that it can have some synergy with Bountiful Chi.
Also give the AT a power that has a healing adv such as Restoration on it.
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Automaton
While the automaton was remade for the power armor update, it's still a bad build:
- There's not really reason for multiple cylinders; it should have rocket punch or chest beam, not both, and your other choice(binding shot) is almost totally useless on a dps build.
- While a ranged build can maybe make use of one 'stay away from me' power, there's not really a good reason for two of them (levels 14 and 21).
- MSA is for builds that have short cooldown powers as part of their regular attack rotation. The Automaton doesn't (its cooldown powers will be used rarely).
- Nanobot Swarm is for builds that have multiple regularly used medium to long cooldown powers, such as active offenses and defenses. The Automaton doesn't.
The InvinciblePower Armor toggles just don't work for tanking; their interaction with blocking is too glitchy, and ranged tanking in general is iffy in CO right now. It would probably be fine if converted to a Hybrid. Also, the level 35 choices are problematic because they directly conflict with level 1 and 6 choices.
On the other hand, there's a couple other ATs that I'd consider for adding to this list, as they have very high damage output and are mostly solidly constructed:
The Behemoth: could use Str PSS instead of Con PSS, but otherwise a super-solid build.
The Blade: scything blade is pretty useless, shuriken toss is a bit of a trap choice (maybe replace with Chained Kunai), but it's otherwise a solid single blade setup.
The Fist: has redundant stuns (crashing wave kick/dragon kick) and knocks (rising knee/dragon uppercut), but otherwise a solid unarmed setup.
The Icicle: it's a cold dps build; surprised it wasn't on the list given when it came out.
Epic Stronghold
Block timing explained
2. I use Binding shot as a trigger for MSA, and also took the Trapped specialization on the Overseer tree to provide an debuff. Tap Binding shot for the debuff, then spam your DPS powers. Makes the power not worthless for a DPS role.
3. That the mine powers (Particle Mine or Mini Mines) are a bit of an odd duck in the build. Especially with the proposed change to make Mini Mines melee damage (this is a Ranged DPS AT). I chose Mini Mines simply for it's shorter cooldown.
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1 Steady shot
1 Submachinegun Burst
6 Holdout Shot
For healing. Does there need to be any other reason?
8 Targeting Computer
11 Killer Instinct
Leveling shouldn't suck due to energy issues.
14 Concentration
17 Frag Grenade or Incendiary Grenade
They both have similar function and make sense to be paired together.
21 Assault Rifle or Gattling Gun
Both powers will now serve the same purpose (high tier damage) and should be paired together. Smoke nades and gat gun are two totally different things serving different functions and don't make sense being paired.
25 Shotgun Blast or Smoke Grenade
Serve similar function of "get the eff off me". Pushed here because core powers should come first.
30 Retaliation
Block replacers are more useful at later levels where all of the harder content is. They aren't necessary early on where normal block is good enough.
35 Rocket or Sniper Rifle
The 35 to 40 leveling is painfully slow. Now everyone can enjoy getting all of their damage dealing powers before cap.
40 Lock N Load
Least important part of the build. It's sole function is to do more damage. It's the icing on the damage dealing cake.
The Unleashed
1 Rain of Steel
2 Blade Tempest
6 Steadfast
Relentless doesn't need to exist unless it actually works with out of set powers. Also: not really any bleeds in this build and I don't remember if Blade tempest applies shredded innately or not, but would still be the only way to apply at the end of the combo, forcing people to use that power to use their EU instead of allowing them the choice of ignoring Blade Tempest.
8 Unstoppable
11 Bountiful Chi Resurgence
So people can actually heal at a decent level.
Bountiful Chi Resurgence VS Mind Wipe
Single target threat wipe which does nothing VS splash damage and other mobs or being able to heal myself whenever I need to? HMMMMM....
14 Force Snap or Strike Down
Force Snap kinda sucks for a melee toon and can't really compete with how much better a lunge is. The other powers are more important, so the lunge gets suck here.
17 Form of the Tempest
Forms still have a cost penalty. EUs do not.
21 Dragon's Wrath
25 Force Shield
30 Force Eruption or Eye of the Storm
Where else would it go?
35 Intensity or Field Surge
40 Containment Field or Force Geyser
[at]riviania Member since Aug 2009
So as far as suggestions go, I'd say make all gold characters automatically FFs. There's no reason for them to have access to ATs any more. It's a straight downgrade.
I'll test these builds out but I have two initial suggestions:
1) Anyone on a Gold account who has an AT should get a free Retrain for that character. Sometimes playing an AT is just simpler and more fun, but this is a massive nerf and if you'd known about it at the time, you'd probably have gone FF. You should be allowed to do so now.
2) Take the opportunity to change the power progressions so that ATs get all their powers by level 35, not 40. Getting an Ultimate Power at the moment your character ceases to be of much use has always vexed me. Let ATs have their fun at level 35-40, playing Rampages, Alerts and Levelling content, which is the right level for them, before they get filed away at 40.
I'm a filthy silver now -- so we'll see how this plays out. Only two AT's greatly benefited (Tempest and Unleashed) from the lack of diminishing returns. The rest didn't have the utility or the hard hitting dps powers to really make use of it.
Those AT's are still going to out damage most poorly built FF builds. I actually predict we'll continue to see cries to nerf them.
*shrugs*
Overall the update to the progression looks OK. I'll probably dust off and retcon my solider when this rolls around.
-now that DR is fixed for Savage, you guys wanna give him a choice for a offensive passive?
-and also make Behe power choice to make sense! like, review it, idk
my savage can't tank beyond alert content and his damage is so low :<... but for a reason I end up getting the agro of alert bosses anyways ._.
This is a big journey, so far if you're reading this, wish you a good day
1: the unleahsed should be able to pick between WoTW and Unstoppable, so it can work with BCR or gain a ton of knock resistance.
2: Given that the solider has to choose between rocket [a fast, moderate spike] and sniper rifle [a slow moderate spike (since the dt got changes)].. I have to ask.. when it sniper getting buffed to be...actually... ya know...useful, before it was only good on the solider AT cuz the DR thingy, which let you deal damage which was acceptible for a 4 second, full lockdown, damage intruputed, medium energy costing charged attack.
3: Fixing the DR issue on ATs, while I'm for it.. fundamentally I just want to point out that it would remove literally any reason for a gold member to use them....so in that vein, could you give out retrain tokens to the gold players that have ATs?
Member of Paragon Dawn: Because some people like friendly helpful communities.
Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
With regards to the Soldier, I like Aesica's build better than the proposed one.
Gat gun can be perfectly fine for single target. Especially since The Soldier has tree talents to buff AoE attacks. That's how I built my soldier. If you think a power being tagged as an AoE means much, then 2gun must be a poo pile for single target.
[at]riviania Member since Aug 2009
Bet you could main tank with threat mods However, many of us have experience with playing ATs back before the game got nerfed into ez-mode. ATs will be fine.
My super cool CC build and how to use it.
For the Unleashed, swap the progression order of Form of the Tempest and Unstoppable. While forms usually grant energy, they also increase energy costs. This winds up being before the lunge or knockto so the player is likely to have a travel power on to get from spawn to spawn and thus have an even higher costs on the combo.
Suggestion
While a power suggestion as opposed to a direct progression suggestion, give Force Snap a Nailed to the Ground advantage to give it parity with the lunge.
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For as much as people complain about lack of aoe at low levels, lack of single target damage at low levels is going to make The Soldier struggle with some of the harder targets. Especially with SMG's energy cost and the lack of a 100 ft attack. The prior progression rewarded smart play while this has a few weird spots. I doubt it'll change much with AR as a T3 now, however:
Suggestion
For the Soldier, change the progression so that instead of the lvl 35 choice being Smoke Grenade or Gattling Gun, lvl 21 has a choice between Assault Rifle or Gattling Gun. They aren't exactly the same but have overlap in what they cover. If Gattling Gun is considered outright "better" that might say something about Assault Rifle's current Tier 3 status.
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The Automaton is still clunky but it does work better now. I actively use a Nanobot Swarm/recharge focused setup with Binding Shot and Energy Wave getting a fair bit of use. However, the energy builder is problematic since it turns off if you aren't facing a certain way instead of causing you to autoturn. Not sure if it's a bug. The mines feel weird but I have no idea what a proper replacement would be. While the lvl 1 attacks seem like they'd be better if replaced with maintains but that's coming from the opinion of someone who tends to play in melee so Concentration doesn't proc then.
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Suggestion
I agree with the overall suggestion made to make the current lvl 40 power on ATs unlock at lvl 38 as a QoL adjustment. Lvl 40s still have the last specialization pick and endgame gear while the road to lvl 40 is a bit of a slog with how slow it goes.
-Sterga
NO, I'm not playing any of them to take advantage of the dr bug. I play them because I can. The only one I have given up on managing to get to 40 is the Behemoth
OH noes, my at's no longer get a free bonus. is what I'm hearing.
Mind you, this is after, "people are playing at's to take advantage of the bug"
some people LIKE to play fixed classes.
not everyone wants to play FF
I 'm willing to bet there will still be people who manage to get top dps on an AT. simply because they are better players and worked at it
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It's why I'm not overly upset over the DR changes. The best AT's are still going to kick @## in most PVE settings.
And about some others comments that Silvers don't generate income -- FALSE!!!!
Please let's not forget that silver playerspurchase Premium AT's with real world money. I've purchased Premium AT's, Hideout, Costume bits and cosmic keys. Just like quite a few other Silver players have.
Last I checked, most mobs still have terrible AI and still can be thwarted with a flight power. Killing things before they touch you is also not terribly hard to do. It's not like someone can't use SMG or Shotgun for AoE and then have AR for single target.
Not convinced by a situational concern and a lack of playing smart. If you have a better suggestion, you can always share.
A guide to making good build choices? Haha. No. When ATs were first introduced, there were endless suggestions on how to make them decent... And this is what we get. ATs are still largely built in a way that most decent FF builders wouldn't touch. It's completely inexcusable for the premium ones which are "only" $13, but can easily need another character slot.
[at]riviania Member since Aug 2009
Soldier needs holdout shot. It needs to be on there somewhere, somehow, someway.
My super cool CC build and how to use it.
There is a substantially better build out there (Aesica's one is a good start, although having played from level 6-10 on PTS I don't know whether you need Holdout Shot so early). Will have a think...
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I don't actually mind not having Holdout but if it were given a choice, make it a choice from either Submachine Gun or Shotgun.
I will discuss the general changes and then the power progression for the new AT Soldier.
Smoke Grenade's new advantage threat wipe: Push
I have to see it working in game, but if it works reliably against ALL enemies that is probably pushing me towards calling it a plus for a squishy AT like the Soldier.
Assault Rifle Changes: Push
AR having more consistent damage regardless of how long maintained is a positive change. AR being turned into a cylinder attack seems strange as it is also your main single target attack. Wouldn't that make players feel bored of playing this AT haha? I discuss AR in greater detail a bit later on.
Frag Grenade: Positive
I like the changes to Frag Grenade as it can add synergy and interaction of gameplay especially with the advantage.
Incendiary Grenade: Positive
A different option is always welcomed.
Concussion Grenade: Positive
Baseline is functions as a knockback and with advantage it has added utility. Only problem I have is that this seems redundant with Shotgun Blast at level 6. Maybe the stun for Concussion Greande should be baseline instead? Then again if someone like throwing NPCs around with Shotgun blast and Concussion Grenade more power to them I guess haha.
Shotgun Blast: Positive
I like the potential synergy it has with advantage (Armor Piercing) and also options to knockback or knockdown.
[quote]1 Steady shot
1 Submachinegun Burst
6 Shotgun Blast
8 Targeting Computer
11 Frag Grenade or Concussion Grenade
14 Concentration
17 Retaliation
21 Assault Rifle
25 Killer Instinct
30 Lock N Load
35 Smoke Grenade or Gattling Gun
40 Sniper Rifle or Rocket[/quote]
The only thing I don't agree on is having to choose between Smoke Grenade and Gattling Gun. The first reasons is that while AR has an advantage to turn it into an AoE that doesn't feel right. Meaning you will be using AR for single target AND AoE? Hitting the same button for single target and AoE feels off IMO if you want to use a ranged build. Plus, it makes SMG pointless at that point no?
Next reason is that turning Smoke Grenade w/advantage into a threat wipe is interesting for a squishy AT like the Soldier. But the -perception often worked in a similar fashion but wasn't reliable going against AV or elite bosses. So, I am not decided yet if it will be a reasonable change, so I will take a wait and see approach. But a squishy AT shouldn't have to choose between a threat wipe (eg new Smoke Grenade) vs a long ranged AoE (Gattling) attack IMVHO.
Sub machinegun burst is awesome for general AoE, but its short range means you are forced to go in closer negating the point of Sniper Rifle/Rocket which you have to choose later anyways. Also, the knockback from Shotgun/new Concussion Grenade make it frustrating to use Sub machine gun burst. Actually the knockback effect from Concussion Grenade makes it easier to use cylinder AoE power like Gattlin Gun. So, in a way you are forced into taking the Concussion Grenade stun advantage to fully realize the sub machinegun AoE potential.
Omicron - Lvl 4x - Mind
Emerald Myst - Lvl 2x - Claws/Fighting Hybrid
Epsilon - Lvl 2x - Blade
Asterius - Lvl 1x - Electric/Void Hybrid
I don't see a problem with using a single power for both AoE and single target, if that's what someone wants to do. Chances are, it wouldn't just be one button push anyway because there would be utility powers in place of a dedicated AoE or single target. Especially with all of the new grenades that can be added to a build.
Shotgun taps are knock downs instead of making people fly all over the damn place. It can be used with SMG or it can be used in a dedicated shotgun build... If the damage doesn't end up as crap.
[at]riviania Member since Aug 2009
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."
Well, no. AR's cylinder is narrow and much better at taking down static enemies at range. If they run at you, the chances are they'll move outside of the cylinder, and the effect is amplified the closer they get. That's when you need SMG, which has lost some damage but still works great as a close-in, wide-angle, spray-and-pray weapon and has great synergy with Shotgun blast.
Having played the Soldier AT at various levels on the way to 40 with average levelling gear I have to say it doesn't feel that nerfed. Your stats aren't high enough for DR to have much effect. The damage changes to Assault Rifle are probably of more concern to everyone - like most rebalanced Tier III powers, it feels distinctly lacklustre without significant investment in Critical hits.
I'd be interested to see how applying DR would affect those ATs who rely on high stats, though (the Grimoire, with its AoPM, for example), especially as it already had some key powers heavily nerfed in the last round of Tier III faff.
For SMG to be viable you have to be stationary (why do that on a squsihy AT like the soldier) or go all in kamikaze style haha. I have seen soldier builds fully utilizing SMG to great potential but I have also seen Gattlin Gun builds shredding from range as well.
It feels like the Soldier AT is being pigeonholed into a kamikaze spec without heals and short range attacks while having to choose between Gattlin Gun and Smoke Bomb. Currently on live you can build a short range or long range version of the soldier AT and either one functions fine.
As for the problem for AR being potentially the best cylinder and single target attack...this could lead to boredom if a player doesn't feel they have options for a single target rotation. Furthermore, it only reinforces that outside of AR you are stuck with short range Shotgun and SM.
If Sniper Rifle was re-worked in a way to be able to used in a rotation with AR that would solve a lot of problems in my opinion.
Omicron - Lvl 4x - Mind
Emerald Myst - Lvl 2x - Claws/Fighting Hybrid
Epsilon - Lvl 2x - Blade
Asterius - Lvl 1x - Electric/Void Hybrid
1 Steady shot
1 Submachinegun Burst
6 Shotgun Blast
8 Targeting Computer
11 Fragmentation, Incendiary or Concussion Grenade (as amended)
14 Concentration
17 Killer Instinct
21 Assault Rifle or Gatling Gun
25 Holdout Shot or Smoke Grenade
30 Retaliation
35 Rocket or Sniper Rifle
40 Lock N Load
Epic Stronghold
Block timing explained
SMG/Gattlin need to be re-imagined but that is my two cents on that haha. Or AR shouldn't be the workhorse of the AT soldier..it is no where near the potency that 2 gun mojo was but when you have a single power that does it all...it is just boring lol.
Omicron - Lvl 4x - Mind
Emerald Myst - Lvl 2x - Claws/Fighting Hybrid
Epsilon - Lvl 2x - Blade
Asterius - Lvl 1x - Electric/Void Hybrid
I'm going to start with an aesthetic issue, though fixing it helps some of the other problems. Go find an image of an actual soldier. You know what you see? One long-arm -- usually an AR, less commonly an SMG or shotgun. Incidentally, the CO costume creator is the same, it really only has one long gun costume (on the back).
The Soldier has 4 longarms (SMG, shotgun, AR, sniper rifle). I can sort of see three of them as the same weapon (SMG, AR, and sniper rifle), though if I'm doing that it's weird for the SMG to have a range of 50 (single shot being slightly better range than autofire I can understand). Shotgun I can't justify at all.
Suggestion
Delete Shotgun (will get into replacements later)
Add an advantage to SMG (Long Barrel, say) that makes it a 100'/30° cone and causes it to use your rifle model (most rifle models are already available for SMG).
The soldier also has potentially two support weapons (gatling and rocket), and typically a sniper (or designated marksman) doesn't have a squad support weapon anyway.
Now, for some build problems:
- 100' range attack powers are only useful if you can actually use them at 100'. All of the soldier's support powers (apply armor piercing or furious) are 50' range.
- Gatling gun will usually be redundant with SMG.
- Shotgun and the level 11 powers are semi-redundant. Of course, if deleting the shotgun this ceases to be a problem.
Thus, I'd propose something along these lines:Epic Stronghold
Block timing explained
I have long wanted the munitions set to be revamped to allow for players to select a weapon of choice for the majority of powers.
So that would be "Pistol" (Base Damage) + another set of toggles to allow the Pistol to fire (say) Incendiary Rounds, Energy Blast, Armor Piercing Ammunition, each with their own damage boost / debuff properties?
That would be amazing: the single signature weapon with varying ammo is such a hero thing...it would enable people to make Judge Dredd type characters, too, which would be great.
What my concern is the build potentials and can they be fun? As others have said Soldier AT on live is fun. The proposed new AT soldier on the PTR has potential to be just as fun or greater. But this potential is not there yet, because the soldier AT needs a few tweaks.
If I was to build a new soldier AT using the new power progression here is how I would do it:
1 Steady shot
1 Submachinegun Burst
6 Shotgun Blast
8 Targeting Computer
Concussion Grenade (w/ stun advantage)
14 Concentration
17 Retaliation
21 Assault Rifle
25 Killer Instinct
30 Lock N Load
35 Smoke Grenade (w/threat wipe advantage)
40 Sniper Rifle
This is an improvement from what I play with on live with Soldier in many ways. The only thing that is going to sting is the loss of Gattlin Gun, which devalues the use of Sniper Rifle as an alpha opener. But teleport ----> Shotgun+SMG will have to do for my playstyle I suppose (plus it is fun haha).
Omicron - Lvl 4x - Mind
Emerald Myst - Lvl 2x - Claws/Fighting Hybrid
Epsilon - Lvl 2x - Blade
Asterius - Lvl 1x - Electric/Void Hybrid
I know Flamethrower is not supposed to be considered, but it really seems like it should. Which is why I want to hold off on Soldier AT and Munitions changes going live until it's ready.
When changes and updates are made, this would be my suggestion.
The Soldier
New power path:
I do not think the changes to the Munitions powers and Soldier AT are at all ready.
And I will always be @DZPlayer122.
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"Gatling gun will usually be redundant with SMG."
SMG is better for AoE. Gat Gun is better for single target. Not redundant choices. The AoE tag is more for tree synergies than for what a power is best at.
1 Steady shot
1 Submachinegun Burst
6 Rifle Butt or Holdout Shot
A choice between the only healing ability for the Soldier and a power that can't heal. Looks like a non-choice or a choice to screw over new players.
8 Targeting Computer
11 Frag Grenade or Smoke Grenade.
14 Concentration
Stuff like this and KI being at 25 is what makes ATs blow to level due to energy issues.
[at]riviania Member since Aug 2009
>
> The Unleashed
> New power path:
> * 1 Rain of Steel
> * 2 Blade Tempest
> * 6 Form of the Tempest
> * 8 Unstoppable
> * 11 Force Snap or Strike Down
> * 14 Force Eruption or Eye of the Storm
> * 17 Bountiful Chi Resurgence or Mind Wipe
> * 21 Dragon's Wrath
> * 25 Force Shield
> * 30 Relentless
> * 35 Intensity or Field Surge
> * 40 Containment Field or Force Geyser
Since no one has pointed it out, *14* levels until the second power. That will be some poor boring game play. L6 Storm Harvest may be a throw away power once you get Eye of Storm and DW at end game, but you need to get there. It is nice to get the 'good' powers earlier though
With L6 power is removed for is Relentless EU .. I can see this as dual blade does have some energy issue, this is early on (old dex re scaling didn't help either to make form proc) so EU is misplaced anyways. Also rush buff makes for different game play then everyone having EU.
1 Rain
2 Blade Tempest
6 Storm Harvest
8 - 11 - 14 Form - Unstop - Lunge, in some logical order
17 - 21 - 25 Chi - Eye - Dragon, in some order
30 Shield, hopefully not too late
35 AO-AD
40 Ultimate
> Please use this thread to discuss changes made to archetypes for this PTS update.
> The Soldier
> New power path:
> * 1 Steady shot
> * 1 Submachinegun Burst
> * 6 Shotgun Blast
> * 8 Targeting Computer
> * 11 Frag Grenade or Concussion Grenade
> * 14 Concentration
> * 17 Retaliation
> * 21 Assault Rifle
> * 25 Killer Instinct
> * 30 Lock N Load
> * 35 Smoke Grenade or Gattling Gun
> * 40 Sniper Rifle or Rocket
As nearly everyone said shotgun, and grenades are a problem. Both essentially utility powers. and checking the current build .. yes .. replace each other. Generally supporting the status quo with my build, and No love for grenades currently
1 Steady
2 Machine Gun
6 - A usefull power - Healing? Armor Piercing ? .
8 Computer
11 Grenades (Knock or Threat wipe) or Shotgun (Rifle here how low can we go?)
14 Con
17 Retribution (Can the rifle move down here?)
21 Rifle (And the block here)
25 Killer
30 GG ? Rocket
35 AO-AD
40 Sniper ? Rocket
Honestly current build is sweet, and fits with the maintain heavy play stile and specializations of soldier. Need to log in to see where that T3 rifle can legitimately go as per notes. Need to get it low as same as 2=blade should have a few powers to play with as fast as possible. See: Nearly every MMO/RPG game powers fast, upgrades later
I could see switching the Strike Down/Force Snap option with FotT for a bit more variety early... but those levels go by very quickly anyway, so I can't see this being a huge concern.
-Sterga
Yeah, but that seems like more of a Tank thing to do, and nothing else in your kit has synergy with disorient. I sometimes use it on live, but I would much rather have a gap-closer. I just feel like a dps should focus on dps-ing, not full-charging low damage debuffs.
-Sterga
> Storm's Harvest just doesn't add much to the Unleashed's kit. ATs don't really get enough powers to have highly situational or dead powers.
>
> I could see switching the Strike Down/Force Snap option with FotT for a bit more variety early... but those levels go by very quickly anyway, so I can't see this being a huge concern.
Yep, partly agree. Throw away powers suck. But playing something like glacier (11 levels of ice blast, 30 levels of snow storm) is not a great experience. Using force snap could be good, always considered lunge as a situational-utility power myself. (Are we just tossing different power out as dead?).
Checking my notes I've got Keven Poe at level 8, and High Pan at Level 14 (Quest level). There's also a smaller mini boss before Poe. It's really nice to have an few powers, and passive (always put a speck point here just for them personally) here. I'll take a a heavy strike vs lunge for Poe, and Pan's right on the edge (will I be level 13 or 15?).
The key is to make the throw away powers useful, here as mentioned that power has a debuff to lower damage to you. Plus (hopefully some time ) improving spec trees making "+x% damage on debuff" make it worth not just spamming 1 attack at end game. This seems to be the plan with healing-piercing being put on low tier powers.
It's not like you are going to get the perfect setup with multiple AO/AD and a heals as an AT. Quick Math: 11 powers - 1 form - 1 heal - 1 AO - 1 Passive - 1 EU = 6 powers left. Now 1 AP, 1 good aoe, 1 good single target. Still got 3 to play with for utility lunges, debuffs, and a throw away situational and fun stuff.
Monetization is life, without it there is no game.
@reaperwithnoname#5949 : isn't it also hypocritical to try to say everything must be all or nothing all the time? I can choose to agree or disagree with dev decisions individually. So yes, dev intent does matter, because dev intent is what defines whether something is a bug. Also Kais is in the process of rebalancing ATs, leaving old bugs in place while doing so is just not a good idea.
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My characters
I just wish they would find a setting for the powers and leave it, every time they change something it ends up costing me money to get the characters back to where I like them. I know when they change a powers abilities they give ONE free respect, but it usually takes me about 2or 3 respecs to works out the bugs with the build.