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Posts
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Joined
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I know that this is a shot in the dark, but is there any chance that you can add 'weapon customization' to the medice pool and give it an "Arcane" and/or "Low tech Shot" options?
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Things worth noting:
Adrenaline Boost slotted with 1 or more End Mods WILL overcome the 10 second no recovery downtime caused by nukes.
Nukes are inherrently accurate, and don't need accuracy unless you will be using it on +2 and up mobs AND without Aim and/or Buildup.
Some nukes have secondary effects such as Sonic's disorient Dark's Accuracy debuff and Electric's End Drain which make it easier to duck around a corner somewhere safe while you wait to recover.
If you are teamed with a tank that can hold some aggro or a controller that has the mob locked down you can always hit the group with a standard AoE attack or the boss with a high damage single target attack BEFORE you nuke thus taking advantage of your Aim and/or Build Up and increasing the chances that you eliminate as many foes as possible. -
Thanks for this post! Was starting to get a little lonely for me on Champion. I'll give the BMT channel a try.
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[ QUOTE ]
We're making some tweaks with Defiance in the upcoming patch.
It is not getting a major overhaul though. Just tweaking the defiance so it starts to kick in earlier.
[/ QUOTE ]
Meaning that blasters can jump off of shorter buildings for the damage buff now? -
Burn has been overpowered since the game was released. Every time I run with friends that play fire tanks I feel as if the only reason I'm around is to pad the mission. The vast majority of the burn tanks on my server A) level faster than ANY other power set/AT in the game due to burn and B) use that ability to power level characters.
I know that there are some fire tanks out there that do prefer teams over solo play, don't power level, and spend more time while teamed doing what tankers are designed to do--Tank. You know what? most of THOSE fire tanks aren't overly concerned with the burn changes. Most of them now consider controllers as indispensable additions to their team which I feel is a good thing.
So for all of the one trick ponies out there that keep whining because devs are taking away solo god mode-- please delete your toons before you cancel your accounts and free up some of the good names that you might be sitting on.
Devs, good job... this was a long time coming! -
Lack of vertical movement and knock back protection can be problematic in the arena.
In a team type setting or free for all your toggle debuffs are much less effective in providing you protection so you will need to be spamming that heal from time to time and you can't do that sitting on your bum.
Acrobatics is an expensive addition to the set in terms of both endurance and power slots, but if you ever PvP against an energy blaster, electrical melee blaster, claw scrapper, or another ice or earth controller it'll save your hide.
Chilblain is a must for dropping people with fly and also preventing more durable targets from hopping away (they can't run due to speed reduction but they sure can hop fast).
Relying on pets as your soul source of damage in PvP will bite you in the bum. Mental blast from the psi pool is a fairly decent single target attack, and some of the toughest opponents in the arena (Invuln and granite armor tanks) have no resist to it. In lieu of grabbing mental blast you can slot up chilblain for damage.
If you're PvP only at this point they you should consider ditching glacier. AoE holds aren't going to save you and you need the slots for your new attack. EMP, on the other hand, is worth keeping and will work nicely as your AoE hold in addition to debuffing everyones regen rate in a square mile. It's a keeper.
While tactics are handy for spotting invisible heroes, you have arctic air running which is in fact a stealth debuffer. You can drop the leadership pool to gain both acrobatics and a decent means of vertical movement.
As for RI slotting, I'd go with all acc debuffs. Against the SO enhancer crowd you will notice a substantial decrease in their ability do hit, but people with lots of Hami-Os will still punch right through it (at least until you get Hami-Os as well).
I haven't used CC in the arena yet. I'm kind of afraid of the amount of end drain it would cause with all the other toggles that you have running. Not to mention that the inability to slot it with accuracy means that anyone with a moderate defense is not going to be hit by it.
That's all I have for you, YMMV. -
1. Roughly 3/4 of your End bar if not slotted for recovery.
2. Depends on the boss and how green your enhancers are. With 3 green drains I was zeroing +2 Rikti bosses. -
Lengthening the duration of stimulant is a very bad idea. All that will happen, if this is done, is that all the people with access wo two account will park thier stim bot in the zone they are working in and pay them a visit every stimduration-1minutes.
As it stands now, the duration is LONGER than a force fielders bubble duration of 2 minutes, and substantially longer than clear mind. I understand the desire to solo in this game, but if you need status protection (i.e. not a scrapper or tanker) your best bet is to bring a defender along. At level 42 in PI I see them standing around all the time looking for a group: scrappers outgrow the need for them at level 28; the non fire and ice tanks don't need them for status protection after 28; and the glass cannon blasters try to avoid having them in a team and cite a "drop in experience per hour" as the reason.
What you propose will lead to the reduction of defenders that will get to join teams--This is a game breaker.