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Posts
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Joined
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So yet another ding on the Fire/Fire Tanks.........
Blazing Aura, Combustion, FSC and Burn can only hit mobs, of which, only 5 will be punch-voked from each attack and then scared away by burns intense fear.
Burn now 75% less effective over time (math shown by another poster in the official change thread). I have some ideas to overcome the fear which should work, but at the cost of sacrificing some attacks.
Tough will now require at least one more slot, two more if you want to reduce its end cost. Granted it is a power pool, but one widely used by fire tanks. CJ and Weaves defense lowered and weaves end cost increase. Weave probably now not worth the end cost for such minimal return in defense.
Fire tanks are still pigeon-holed into the leaping pool for immobilization and knock back protection.
We now have really only 6 useful powers in our primary, temperature protection is not worth taking since you vary rarely run into cold damage, and the extra fire isn't needed since cap is already exceeded with FS and PS. Soloing and trying to use burn will pretty much be pointless with only getting 3 ticks of damage at its lowered rate and non-permanent immob protection. I've always considered Rise of the Phoenix a power that any hero can get for 250 influence, or if you are not in a hazard zone, a short 2 min trip back from the hospital. Its more of a convenience than a 32nd level power. Fiery embrace is still a worthy power, especially if you have buildup as well, you can alternate between the two.
So now with only 6 useful powers in our primary, no defense, no knockback protection, 10 mob limit on aoe's, the fear of god power, toxic resistance in our heal, no psionic, I wouldn't say we are at the top of the peak of tankers.
My suggestion to counter some of the changes on test.....
Make Temperature Protection a wanted power, add knock back, immobilization and fear protection, maybe even move toxic resistance to it from healing flames as well.
Remove or reduce the Fear effect from burn, it is only hitting 10 mobs at a reduced damage and not as often with the changes to its recharge time.
Give Rise of the Phoenix a long Unstoppable or MoG type effect. Increase its recharge. If we die and use the power we either are 90% resistant to all damage types or high defense against all damage types for about the same time as Unstoppable or MoG. With this comes the same crash associated with those powers. -
I read the post on the previous page, the poster indicated they died, but did no damage, just debuff'd. It would benefit all to atleast attack once after aggro is held to ensure you get your xp. My other recommendation, do missions, there is no xp leash.
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The key word in that quote is dead. If you are on the team and are within 300ft of the team doing whatever, buffing, healing, etc, you will get xp. Now if you die and did no damage, then no xp.
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Perhaps the Dev's should either increase xp for mobs in the missions for decrease the xp for mobs outside of a mission to make doing missions more attractive. Still there are two types of players out there. Those who want to level as fast as possible and those that want to see all the content. Some even purposely gain debt so to see all the content possible. I've done both sides of the street. I actually prefer missions now, I don't have to worry about KS'ing, and I feel that I'm actually leveling faster doing the missions.
Also some other thoughts on making missions more attractive...give more cool temp powers in the early levels (like the ones in the arena, especially the travel ones) and make them random, who wouldn't want like the leap, flight or tp to get around. Give out DO's for Story Arc Completion instead of TO's in the early levels. Give Mission Bosses the possible chance to drop DO's in the early levels, and SO's in the teens. When DO's are available, give out SO's for Story Arc completion. If you do everything from a contact and they have absolutely nothing else for you, have them give out a special gift. I'd suggest not messing with the xp too much, maybe a slight increase to mission completion bonus. I think the the 30-40 range, mission completion needs a big step up and possibly better xp for the mobs in the mission, unless more content is on the way for those levels. Just my 2 influence. -
What happens to those who have now leveled past it and could not get any help from customer support. I hit 37 during the TF, got stuck at Ms. Liberty, petitioned no luck was dropped after 24 hours. I can't start it now even if I wanted to. When will we be able to exemplar in a TF?
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My wife, son and myself did the Positron TF about 2 weeks ago. To date, only I have received the badge for the TF. We did do the TF over 2 days, since it got late one evening, and we decided to finish it the next day. Everyone got the TF complete when we finished. I got my badge about 2 days later, but my wife and son have still not seen the badge. How long will it take get the badge?