Djeannie

Caption Champ 4/30/10
  • Posts

    758
  • Joined

  1. [ QUOTE ]
    You have got to be kidding. Invuln tank set is far superior versus everything but Psi and Energy damage - Invincibilty and Dull Pain alone. The added HP (+80%) from Dull Pain and the +Def from Invincibility add up to really heavy damage mitigation outside of the pure resists in the set. Plus Invuln tank can cap their smash/lethal resist. AND they can take aid self. Even vs. Psi damage Invuln gets the benefit of buffed max HP.

    The two sets aren't in the same world, please don't put out stupid non-factual propaganda like that.

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    Most of your points are irrelevant as well! ANYONE can take aid self, GASP! including brutes! Invinc wont do crap unless you've got more then 3 mobs on you, which if you're soloing on an average difficulty you wont have without herding AND you'll still get hit will all the ranged attacks trying to gather your herd.

    Dull pain is nice but won't stop some psi mob from brutalizing an inv tank, it just gives them a few seconds more to stand there as they get brutalized by ZERO def/res to it.

    Comparing Resistance vs Resistances Electrical beats out an INV set on ALL but S/L. In the Mid to Higher level game you run into alot of non S/L damage or damage types that are split between S/L and others.

    So again, Electic's resistances are greater in all but s/l category then an inv tanker, if I've rememberd the numbers that Buffy and IronVixen posted back in the i5 fiasco patch days.

    Please don't post stupid non-factual propganda on powers that are not in both sets like that.
  2. [ QUOTE ]
    been around sents CoH beta myself, if you look at my sig you'll see i've done both 2, just gets abit old rebuilding every issue and can see elec going down that road... while you make a good point that should wait and see who knows grounded may be turned into a toggle
    you have to admit 41% res to s/l/c/f/psi 30%ish res to n.enf, 90%ish vs eng pluse full set of mez protection but for repel (and would like to test that myself might just be unlisted like it is on unyeilding) is abit mutch when compaired to the other Res baced sets brutes have even if you add in that they can heal on average in every 120sec are so (i know some are short are some are longer)

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    This makes an inv tank look sad. The best they can get is like 28% vs all non s/l but psi and toxic. A brute set with better resistances then a tanker set. Inv needs some Dev Work pronto.

    It is nice what they have done with the electic armor though for sure!
  3. More feedback on T&A :P

    Did a timed mission with a friend on test, after using a respec. Mission went well, however we both noticed a few things....

    1) Healing was fine because my partner was a rad defender AND I dumped acid arrow / fistfull of arrows for the medicine pool. Now i can pretend to be a real defender on teams and heal. Helped out alot on our mission.

    2) Flash Arrow's Debuff seems very pathetic and was not noticable on their chances to miss. They only really started whiffing when RI was on them.

    3) Poison Arrow's Debuff / Sleep doesn't last very long at all and we noticed that when the mobs stop choking they would not start choking again. We maybe got 2 seconds or 3 of choking out of most mobs, less on others. I noticed no real damage reduction on foes with Poison Arrow either.

    4) Glue Arrow refresh is still slow but better then it was.

    5) Archery Attacks seem rather lacking in damage compared to other sets attacks and the damage is one of the most commonly resisted making the output even worse. Explosive arrow preformed pretty well though. Blazing Arrow is slow to recharge. Perhaps a small DoT for bleeding added to each (non fire) attack would help a little.

    6) I solo'ed earlier and T&A is slower then some other defender sets for soloing due to weaker debuffs, no heals, less overall damage with a type that is resisted more often. My rad/dark solos 3x faster easy.



    Now a few things to consider:

    I am using (green) DO's as I'm not high enough level for SO's, that being said this set should be preforming decently with DO's. Currently it still needs more tweaks.

    This set has no heals and the debuffs are sub-par when compared to other sets that have heals. I felt forced to dip into the medicine pool just so I could survive while soloing at the lower levels.

    The Debuffs as said really need a boost to slightly greater then all the other sets that have heals and other utility. -regen would be good too as it is lacking that from what i've seen.

    This is a fun set to play but the slowness and lack of stellar debufs makes this not as fun as it could be. The first round of nerfs when T&A was introduced sucked alot of the fun out of it back then. This patch does only a tiny bit to bring some of that fun back. Please re-look over the set and boost it a bit.
  4. I created a T&A defender back when the set was first introduced and I remember threads that were HUGE on the nerfs they did to the set. Then the devs said that if it continued to preform poorly they'd change it...so they let it go live preforming poorly and didn't seem to listen to all the posts in the threads back then We will see if they listen to this thread.

    The new animations are still too slow for the higher level attacks and debuffs.

    Glue arrow refresh seems ok. The duration seems a bit short but not bad.

    Flash is still too slow and doesn't seem to debuff all that much, course I don't have any debuffs in my attack because I had to have accuracies but thats been changed.

    Poison arrow still lacks, Doesn't seem to debuff all that much and the damage ticks are pathetic with 3 just past even level do's in it. 1.09 damage in 21 slow ticks. Refresh seems fine, fire rate on it still a bit slow but not horrific.

    Can't comment on Oil slick as i don't have it yet.

    Archery damage is sub par imo and needs a little something, like a minor dot on all attacks to simulate bleeding or something.

    Fun set, but slow powers makes it painful to play. Stopped playing mine after the first set of nerfs and the devs not listening to the feedback given. Cest la vie.

    Lack of a heal or team buffs makes this powerset not quite as wanted on teams. The debuffs in the set are ok it seems at my low-mid level.

    Endurance costs are not as bad as i remember them, probably due to ED's endurance reduction on all powers.
  5. [ QUOTE ]
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    just tested the smashing/lethal resistance on my elec/elec brute:

    longbow brawl, no shield: 2.42 damage
    longbow brawl, w/ shield: 1.78 damage

    shield base resist: 26%
    shield max (3 SOs) resist: 40%

    color me unimpressed. we get no immobilize protection, no knockback protection, and no self heal, and still fall about 10% short of invulnerability to the most prevalent damage types?

    i'm going to go test conductive shield as soon as i get back on test (just got dc'ed).

    [/ QUOTE ]

    Agreed, it doesn't seem to stack up against other sets. Where's the unique benefit?

    [/ QUOTE ]

    Apparently you missed my post completely then and 40% is for every resistance except negative energy is less and energy is maxed out on your resistance higher then the other sets. Hell 40% is higher then Inv tanks get for there energy and elemental resistances and twice what Inv brutes get. The big issue is having no defense or heal and since you have no defense it makes medicine not a viable option. Having no immob or knockback resistance makes SJ pretty much a must. As well as the fact that this makes the 3rd out of 5 sets without knockback resistance when knockback is not good for building up fury. The reason Ice Armor was removed from brutes in beta was because it was said to be bad for Fury buildup but they have no problem including 3 sets without knockback resistance which hurts fury buildup and also forces you to take SJ if you want it.

    [/ QUOTE ]

    That's not saying much. After Statesman and ED brutally [censored] Invuln's resistances to anything but smash/lethal, they aren't even worth taking anymore. INV's other resistances need some love...normal, sweet, chef love...not brutal prison love.

    /SIGH
  6. Pulsating sound blows goats and causes migranes. Will be deleting my dark/dark stalker very soon as I refuse to play a class that causes physical discomfort.

    Energy useage seems high on them too.

    I also dont like how hide doesn't remove aggro from you if you run out of range. Had some lt chase me from hell and back even after breaking visual contact and having the hidden words showing i was hidden.
  7. Cryptic wanted PvP, Cryptic GOT PvP....griefers, campers, jerks and all.

    MERRY CHRISTMAS!
  8. [ QUOTE ]
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    Archery has the highest Accuracy in the game. All powers have an accuracy of 1.16. Ranged shot, the sniper attack, has an accuracy of 1.39.

    So that like getting 1 free ACC DO in all Archery powers. Against a target with no defense, thats a 87% chance ToHit.

    In comparison, most powers in the game have an accuracy of 1. Most sniper attacks have an accuracy of 1.2. Assault Rifle has an ACC of 1.05 (1.25 for thier sniper attack).

    [/ QUOTE ]

    It is good to see that you are starting to look at the threads dealing with archery and TA. Now that you know what our opinions are after playing the sets, it would be nice to know if we are going to see changes or if we are just talking up a storm. There are other things to talk about if there are no changes comeing to archery or Trick Archery.

    Is the accuracy bonus supposed to compensate for the slow activation times? You are aware that is what kills most blasters right? Sitting there activating a power while the mobs come into melee range, do you guys play blasters solo? That's great, we get accuracy, I just hope that this isn't what you consider a balancing factor of any kind. This may be great for a defender but for a blaster the bonus accuracy is chump change when it comes to a secondary effect. Actually, as a defender I find that I still have to slot accuracy anyway on teams since I never know if the team I am on is fighting +3 mobs or if they are fighting even level mobs.

    So, your great accuracy boost in the Archery set is nothing to laud in my opinion and it for damned sure does not even begin to address some of the problems mentioned with archery.

    [/ QUOTE ]

    They admitted after they nerfed TA & A on the training room that it was gimped and they'd watch to see how it preformed on live.

    We told them plenty of times in the huge thread on TA&A what the issues were and how people were forced to take hasten to compensate for stupid long recharges on an only ok set, but they went ahead and kept the way too long recharges. We even came up with creative ways to fix the issues, which were ignored.

    What makes you think they'll do much about TA & A now?

    My question to the Devs is why did you let a sub par set go live when you knew it was sub par.