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Being Rooted When You Charge/Maintain A Power, Suck

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  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    aiqa wrote: »
    A power with a longer charge time shouldn't do higher dps
    It probably should, actually, at least for melee abilities; slower powers are more likely to get interrupted and should thus get a bonus to make up for the inconvenience, though it doesn't have to be terribly large. For ranged powers, you get the bonus of higher alpha strike (a 3s/15k damage charge is the same dps as a 0.5s/2.5k damage maintain, but if you use the maintain your targets will spend an extra 2.5s beating on you), but that's not really relevant to melee.
  • warcanchwarcanch Posts: 1,069 Arc User
    In my opinion, the worst Eido combo to work on is: a full set of Green Orbs (3) during a full set of Portals (3).

    Portals just keep spawning more tough adds. Greens will pop in a short time span, but some players can survive this by just blocking IF at least one Orb goes down.

    Portal adds tend to overwhelm survivors of the Orb explosion.​​
    .

    -=-=-=-=-=-(CO in-game handle: @WarCan )-=-=-=-=-=-
    "Okay, you're DEAD, what do you do NEXT?"
  • pantagruel01pantagruel01 Posts: 7,091 Arc User
    warcanch wrote: »
    In my opinion, the worst Eido combo to work on is: a full set of Green Orbs (3) during a full set of Portals (3).
    Note that that mostly can't happen. Portals only spawn above 1/3 health, 3 green orbs only spawn below 1/3, so the only way to get that is for people to ignore the portals and beat Eido from above to below 1/3 while they're up.

    In general, a Green fail is extremely likely to produce cascading fails, because the Green debuff to dps and healing makes it very hard to deal with Greens, Yellows, or non-bugged Reds. Greens or Reds summoned mid-Yellow are almost always because a prior Green fail prevented rapidly killing the Yellow. Occasionally you get cascading fails from something else causing mass deaths (being slow on killing Reds can result in a lot of dead characters, and of course there's Eido turning on the dps with shadow embrace), but mostly it's about the greens.
  • aiqaaiqa Posts: 2,620 Arc User
    aiqa wrote: »
    A power with a longer charge time shouldn't do higher dps
    It probably should, actually, at least for melee abilities; slower powers are more likely to get interrupted and should thus get a bonus to make up for the inconvenience, though it doesn't have to be terribly large. For ranged powers, you get the bonus of higher alpha strike (a 3s/15k damage charge is the same dps as a 0.5s/2.5k damage maintain, but if you use the maintain your targets will spend an extra 2.5s beating on you), but that's not really relevant to melee.

    There are other balance mechanics you can use, like energy cost.

    As for gameplay issues.
    - Haymaker has a knockback, having a longer charge time is also an advantage since you are more likely to oneshot your target freeing you up from having to chase them.
    - Interaction with CC is better with a higher charge time.
    - A longer charge is an advantage for damage checks like against Teleiosaurus.
    - You don't have to do a full charge, that is just an option. Of course the shorter charge shouldn't make a huge difference in dps, but the double charge scaling on haymaker is a separate issue.
  • spinnytopspinnytop Posts: 16,450 Arc User
    It probably should, actually, at least for melee abilities; slower powers are more likely to get interrupted and should thus get a bonus to make up for the inconvenience, though it doesn't have to be terribly large. For ranged powers, you get the bonus of higher alpha strike (a 3s/15k damage charge is the same dps as a 0.5s/2.5k damage maintain, but if you use the maintain your targets will spend an extra 2.5s beating on you), but that's not really relevant to melee.

    It is relevant to melee with those fabulous new mobile PBAoE attacks... like say Arc of Ruin. Fun times charging that to full and timing it so it goes off just as you jump into a group. Basically gives melee an alpha strike. The best one for this isn't even new, it's Sword Cyclone with Butcher's Blades. Even with immobile PBAoE attacks you can leap into a group, or drop in from above and charge them on the way in, like with Havoc Stomp for example. Oddly enough Bestial is a set that doesn't have something like this so I guess it isn't the super favorite set after all.​​
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