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The complaints that /fire is using more endurance than it used to are the same complaints about stone melee being endurance heavy. The only power in /fire that was significantly changed in its endurance consumption was combustion. The rest of the time, the reason you're burning endurance is because you're killing everything quickly.
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Go look at the WoW forums one of these days
[/ QUOTE ]I have. I don't even find the dichotomy there - there, it's like everyone is fundamentally daft. -
'Recently', stormies were made that their pets don't inherit their recharge. Therefore, lightning storm, for example, went from multiplying the effects of hasten to merely benefiting from it by recharging faster.
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My proposal is to give Dark Armor a power similar to Eclipse from the Warshade secondary, with a couple twists.
[/ QUOTE ]Cottage rule.
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Did you read the rest of the post, Talen? Or did you stop there?
[/ QUOTE ]Nope. I stopped there. Because I figured that you were going to move on with the postulate of 'let's ignore the cottage rule,' and then move into the realm of 'let's buff dark armour,' which meant you were already on a different planet to me. I have a hard time holding my attention on stuff like that, like how I tend to zone out when a nice man on my doorstep starts talking to me about his relationship with whoever he advocates.
Seems I was pretty much right.
What were we talking about? -
You said that like, two years ago.
And then a year ago.
How broken can it get? -
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My proposal is to give Dark Armor a power similar to Eclipse from the Warshade secondary, with a couple twists.
[/ QUOTE ]Cottage rule. -
I could probably have worked it out by looking it up, too. But from play experience? Nah. No clear 'WHOA' hit. Just lots and lots of people melting.
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I don't think so. I mean, my /fire tanker doesn't feel like his DPS is bad. I can't even tell you what his best burst attack is.
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Compared to Scrappers, Tankers used to do low damage but now do burst damage. The Tanker secondaries typically do poor DPS
[/ QUOTE ]This must be some new definition of 'poor' that I was not formerly aware of existing. -
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I am an avid regeneration scrapper player and was thinking about a small buff to regeneration in the form of recharge debuff resistance and regeneration debuff resistance.
[/ QUOTE ]People that solo AVs need buffs.
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Because we know of so many */regens that solo AVs compared to the vast hordes of */SRs, */SDs, */WPs, and */Invulns. Of the actual AV soloers, */regen is probably the worst suited for it because it doesn't really have any internal damage mitigation to make better via IOs and pool powers.
[/ QUOTE ]So what you're saying is, nerf everyone until regen is good, then nerf regen?
I think any archetype that has a forum presence of AV soloists, TF soloists, and pylon soloists should stop trying to get dev attention. -
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Didn't say it was "just" a defensive set,
[/ QUOTE ]Didn't say you did. I was just underscoring that the set has more than one string to its bow. -
We're a pretty unpleasable fanbase. It's strange - I wonder if other MMOs have this same kind of polarising opinions amongst their user base. It's not enough that someone disagree with changes, or aren't enjoying them - it has to be part of the us-vs-them, the incompetent dupes vs the knowing elites.
*shrugs* Doms are better. I have more fun on my doms. The rest is bookkeeping. -
Good idea, there aren't enough powersets for scrappers, and they definitely haven't been getting attention lately. They also are lacking for good 'natural' character concepts, too!
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Officially?
Holy [censored], that's good to know. Nice to see it's been declared officially. I'd have had no idea about it being ridiculous if there'd not been this official announcement. -
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Brutes aren't borked - they're arguably overpowered
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Ice is also very tough, but it is a defence set.
[/ QUOTE ]With drains, slows, and a massive self-heal. It's not 'just' a defence set. -
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I am an avid regeneration scrapper player and was thinking about a small buff to regeneration in the form of recharge debuff resistance and regeneration debuff resistance.
[/ QUOTE ]People that solo AVs need buffs. -
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I don't, but I do know that outside of oil slick, my level 18 tanker does comparable damage to my higher level defenders usually. Really sad too, but then I don't play defenders for the damage.
[/ QUOTE ]Yeah, that was what I was thinking. My tankers massively outdo my defenders for damage. I have primarily offense-oriented tankers, though. -
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Tankers? I'd say they do about as much damage as Defenders. Just up close.
[/ QUOTE ]Got any mid-high level tankers? -
I guess part of the problem is the level of expertise. I still think Ice > Invuln > Stone in this context, but that's because I'm thinking about how hard I can push an Ice tanker's mitigation, and how Stone has to chase the other two to bring up its aggro-grabbing ability.
In a slower team, or a team who want to aggressively encounter one large, immobile threat (pylon hunters, rikti raids, AV squads), stone might well be the better option, it really might. But I think more of either small teams - duos and trios - where Ice can grab all the aggro that exists, or, in big 8-man sprawls where Ice once more can grab up to its aggro cap and leave barely a breath of aggro left for others - and can keep up a pace.
Stone makes a good leader for slower players, I think. -
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OP here. I have found this entire thread really, really intriguing.
[/ QUOTE ]I'd advocate saving any of the posts you find particularly informative. Information like this tends to come up again and again but it all has this circling-the-drain quality. Plus, there's a good chance chunks will get modded for being off-topic. -
On a dom, Mass Hypnosis can be used to no-aggro lockout AVs and bosses; it can be used to turn off adds or ambushes. In any team situation where enough AoE is flying around to make Mass Hypnosis irrelevant, the rest of the mind/nrg dominator's powers are probably irrelevant.
Mass Hypnosis also holds sleep sets, which are mostly pretty fricking great, and it recharges really fast, very consistantly. Unlike Total Domination, it's not only available every three fights, it's available three times every fight. -
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Level 6: Confuse -- Empty(A)
[/ QUOTE ]Not a fan of taking Confuse so early. It's not really necessary unless you solo a lot in which case it's a long-lasting mez that can lock out bosses. On teams, too slow to be vitally useful until you hit the late 20s game and can use it to make a companion of buffers or debuffers.
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Level 8: Levitate -- Empty(A)
[/ QUOTE ]No mass hypnosis here? I know it's weird that I say this after disparaging Confuse, but Mass Hypnosis is a great tool for soloing and also handy on teams. It turns off adds, effectively. Also, Levitate is more single target control, which at this point, you so don't need. Some people are talking about Power Push like it's the second coming, as well, so consider it around this level range. If nothing else, solid damage and 1.4 accuracy could be useful.
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Level 16: Power Boost -- Empty(A)
[/ QUOTE ]You really, really don't need this early on.Heck, I don't think you need it at all.
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Level 30: Telekinesis -- Empty(A)
Level 35: Total Domination -- Empty(A)
[/ QUOTE ]I'm also no fan of these powers. They're mostly overkill and overcontrol, and Telekinesis doesn't feel like a good investment for the endurance you pour into it. Its biggest lure is that it's autohit - but the thing is, once you're level 22, you don't care about hitting anyway. Total Domination is also a power I'd only use for muling sets. It's weak, it takes forever to recharge, and you have, between Mass Hypnosis, Mass Confusion and Terrify, enough area control to take care of things. None of those can keep an opponent in Burn, but I'm the only person in the world who seems to take Burn these days.
Now, that's just at a first glance of the power selection. The attack power selection I pretty much agree with - I wound up focusing on Bonesmasher, Total Focus, and Power Bolt, using the single target controls to augment that. -
Nope, you're just wrong. The damage moderator for dominators overall was dialled up by about a third again. Then they made individual power tailorings to make them more distinct and to encourage people to pick up more than just one attack (looking at you, PSW PSW PSW PSW). Then a lot of people who don't read decided to call it a nerf.
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Give it a shot, see what you think. Myself, I find powersink superfluous on my fire/fire. Then again, I find Consume superfluous on my fire/fire.