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Posts
2867 -
Joined
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Port Oakes 2 -
Cap Au Diable 52 +
Sharkhead Isle 39
Nerva Archipelago 17
St. Martial 30 -
Port Oakes 4
Cap Au Diable 50 +
Sharkhead Isle 39 -
Nerva Archipelago 17
St. Martial 30 -
Also: Shouldn't it also be more like 6% resistance, since I thought the metric was 1% defense is equivalent to 2% resistance, or 5% defense = 10% resistance, and so on. 3%, let alone 2.25% is really low for resistance, if it was defense that would still be good, but it isn't >.>
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PD is fine as a healer/buffer, although therm and empathy make better healers/buffers, pain will give you better personal attakcs.
However, don't go AR. Srsly. The animation time will not only get you killed, but will prevent you from healing/buffing others while it is animating. -
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They would still fall short. The Brute damage cap is 700%(800?) and to reach that you need at least 2 Kins.
I think, correct me if I'm wrong.
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The cap is 750% + the 100% base dmg.
It just takes 1 good kin and a steady flow of enemies to hit the cap.
Without a kin:
180-190% fury (for some reason you cant hit the 200%)
80% rage (it is generally better not to double stack it, or you end up crashing too much.)
95-100% from enhancements
Give or take, that is about 360% damage bonus. That leaves you with a nice 390% dmg bonus gap betwen you and the cap.
Then Mr. Kin comes along, and hits Fulcrum. If he hits everything around you, that's 290% dmg bonus. That leaves you with another 100%ish dmg bonus until you hit the cap. Which would probably be hit soon with the next fulcrum, or other buffs, or fiery embrace. -
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You'd want to slot it into your most-used knockback power, I assume.
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With AoE -
Port Oakes 5 -
Cap Au Diable 50 +
Sharkhead Isle 38
Nerva Archipelago 17
St. Martial 30
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Port Oakes 5 -
Cap Au Diable 50 +
Sharkhead Isle 38
Nerva Archipelago 17
St. Martial 30 -
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Looking over the test forums I only find reference to /Psi getting a buff to it's AoE (as if it needed it), but no reference to any changes to /Energy.
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The only power in /NRG that did not get buffed was Power Boost. Power Push got Bone Smasher's old damage values (1.64). Bone Smasher and Power Blast both got bumped up to Power Burst's old tier. Whirling Hands has Footstomp's range (damage is almost unchanged, Scale 1.1 instead of 1.0), and Power Burst received Sniper Blast's old damage values (SB got bumped up to Total Focus damage). Total Focus even does more damage.
Power Bolt got buffed to Power Blast's old tier (1.32), but was rolled back to normal to give /NRG one filler attack for finishing weak mobs.
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tl;dr: play /nrg and win -
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This is Stray's friend, I'm being dictated to over the phone:
"Sorry guys, my internet went out sometime last night. I spoke with my ISP and the best estimate they could give me was 24-48 hours before I was back online, so unfortunately I will probably not be able to lead my raid today and I will be postponing until July 18. I'll post more about it when I get internet again.
If you all want to continue without me, feel free. I wish you the best of luck."
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nuuuu
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Snipes have their place in PvP, and they're good set bonus mules. That's good enough for me.
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Yo listen up here's a story
About a little guy that lives in a blue world
And all day and all night and everything he sees
Is just blue like him inside and outside...
Blue 4 life -
Ha, Gray, getting a dev post in your thread, you've been immortalized :P
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Training for TFs? lol
Just don't suck. -
Port Oakes 8 -
Cap Au Diable 50 +
Sharkhead Isle 37
Nerva Archipelago 15
St. Martial 30 -
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And yes, again, what snipes need:
60% damage buff
40% recharge increase
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Do you mean this in a defiance like sense where it would increase the power of the following attacks, or those numbers applied to the snipe itself?
If you mean in a defiance-like sense, then lolno. -
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Nice for building domination in pvp.
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Except that they also cost higher endurance now, and will bottom you out faster.