-
Posts
137 -
Joined
-
[ QUOTE ]
[ QUOTE ]
Too much mez makes melee too risky.
[/ QUOTE ]
What enemies have mezzes that only work in melee? Malta tasers are the only ones I can think of. Too much mez makes EVERYTHING risky
[/ QUOTE ]
And council with martial arts attacks. And crey power tanks, protectors. And tsoo warriors stacking up disorients with energy melee. There are many mobs with holds or other status effects, and all of them seem to like turning around to take that particular shot at any blasters nearby.
[ QUOTE ]
[ QUOTE ]
Getting one shotted doesn't help either. In a good team, yes, you can get away with some melee, but if the team is that good, you should have nice clumps of groups begging for AoE damage.
[/ QUOTE ]
Hit and move, don't stick around in melee range. It works, and it's fun as heck.
[/ QUOTE ]
Tried it since suppression was added? You might want to. It doesn't work as well as you'd think usually. -
Don't think the OP can find these for you. Looks like their high level toons are mostly scrappers, and I didn't see any blasters in their signature.
-
It would be awesome if you'd include group fly on here as well. I know it sucks comparitively (even stacked up against fly), but I'd like to know the numbers and am not good at testing these kinds of things.
-
[ QUOTE ]
Its amazing how people will say "this sucks" without giving a reason why.....heck an Empath sucks if said emapth doesnt have his heals slotted and just went and slotted super jump.
Manuevers stacks.... 6% fully slotted gives about 12% per person running it (assuming low 1 5 slotting and white enhancments) k, lets assume 10 % per person, more for defenders less for everyone else......10 times 4 (good easy to manage group) equals 40% defense vs everything. ITs a buff, not a debuff so it doesnt get the double shaft. Thats like having two bubble defenders in your group double bubbling everyone and if you have a bubble defender it just makes defense even more insane(vs everything but psi). Now lets go extreme......8man team. yep 80% and all you have to do is stick together, and heal the odd hit or wait for your natural regen to take care of it, because unless your fighting more than +4 to you, it just isnt hitting you that much.
Yep Manuevers sucks its the suckiest power in the game no one should ever take it or slot it.....but for those of us who team i suggest everyone should get it....when you do its the next big nerf
[/ QUOTE ]
You think that's impressive? I've had the priviledge of seeing 8 radiation/psionic defenders go to town. All of them had leadership skills. Stacked enervating fields, stacked radiation infections, stacked tactics, stacked assault, stacked accelerate metabolisms. That team was taking on +8s and +9s and tearing them to pieces without breaking a sweat. It's a pity hamidon changes made a certain tactic ineffective, we'd have 40 of that build to level 50 in my SG by now otherwise. It's a sight to behold. -
[ QUOTE ]
WAtched a PB last night in the arena toy with an INV/Eng tanker last night.
[/ QUOTE ]
I bet that happened last night, huh? -
Just a few comments...
[ QUOTE ]
Aim 100% boost to Accuracy and letÂ’s say 33% to Damage
Build Up is 100% boost to Damage and 33 % to Accuracy
So you hit Aim 100% to Accuracy and then Build Up 100% to Damage.
[/ QUOTE ]
When throwing numbers around, please make sure they're the correct numbers. See below:
Blaster Aim - +62.5% damage, +100% accuracy
Blaster Build Up - +100% damage, +50% accuracy
[ QUOTE ]
Oh wait what happened to the second half of both your Powers, well Aims damage boost and Build Ups accuracy boost both got canceled out because they don't stack past the 100% mark.
[/ QUOTE ]
This is completely untrue. Resistance has a hard cap programmed in; 90% for tanks, 85% for dwarf form kheldians, 75% for everyone else. Defense has no cap. With defense vs. accuracy, it becomes a matter of who can pile the most on. An arms race, so to speak. If your modified accuracy is higher than their modified defense, you hit. This is also the reason SR scrappers and ice tankers generally won't be able to tank as well as others of their ATs (there are always exceptions). When fighting higher level mobs, you innately take an accuracy hit due to them being higher level. -
[ QUOTE ]
[ QUOTE ]
Dimension Shift is going to be massive in PvP, imo.
[/ QUOTE ]
Possibly. I would be more inclined to agree if it were a single target power rather than an AoE. Like Wormhole, I think Dimension Shift would work better as a precision power rather than a sledgehammer.
[/ QUOTE ]
There's your solution. Make Dimension Shift a single target power, useful for removing specific targets from combat temporarily via forcing them to phase out. Make Wormhole have a longer disorient duration, with optional knockback (though I can't for the life of me figure out why anyone would -want- knockback) with it slotted; with knockup or knockdown when unslotted, as was previously suggested. Problems solved, plenty of extra control to go around, everyone should be happy. Hopefully. Just my two influence. -
[ QUOTE ]
There also hasn't been much mention of what Ice does better than Invulnerability.
[/ QUOTE ]
What I would like to see in this set that I think would help give it an edge over other sets: total immunity to endurance drain while energy absorbtion is affecting you.
You just drained their energy, you should be able to keep it. This would give ice tanks a bit of an edge in the arena also as every other tank type would still have this as a concern. It would also make ice tanks beasts against malta and freakshows.
Every tank set has it's strongpoint. Ice's strongpoint is just harder to find than the other sets. Especially when fighting groups much higher level than you, where the extra defense gets nullified by inherent accuracy changes due to level difference. -
Actually you can find +20s at 31. My stone tank found +20s at level 33. With mission difficulty sliders, it's really pretty easy to do. My stone tank could also tank half a dozen of these +20s without being face planted. I'm not even going to try with my ice tank; I already know the outcome. On the other hand, the ice tank seems to do fairly well against +5s with stacked energy absorbsion. I will admit that I haven't fought many mobs with defense debuffs with him yet, but I don't forsee this as being a major problem.
-
AVs have high enough accuracy that they rarely ever miss, even with debuffs on them, even with very high defense. Monsters and giant monsters are in the same boat. You can go up against them as an ice tank, but you'd better have an empath backing you up.
-
[ QUOTE ]
Nucleolus - 50% DAM + 50% ACC
Centriole - 50% DAM + 30% Range
Peroxisome - 50% DAM + 50% "Mez"
Endoplasm - 50% ACC + 50% "Mez"
Golgi - 50% HEAL + 50% END
Ribosome - 30% RES + 50% END
Microfilament - 50% Travel + 50% END
Lysosome - 50% -ToHit + 50% -Def + 50% ACC
Enzyme - 50% -ToHit + 50% -Def + 50% END
Membrane - 50% ToHit + 30% DEF + 50% RCH
Cytoskeleton- 50% ToHit + 30% DEF + 50% END
[/ QUOTE ]
I'm curious how much testing you did to get these numbers. I'd like to believe they're accurate, just so I have something solid to go by on what my toons need. -
Name: Paragon S.W.A.T.
Motto: "Peace. Through superior firepower."
Leader: Godlike
Player Type: Power to Hardcore
Number of members: 70+
Current member levels: 17-43, average of about 32.
Normal time of Gameplay: All, pretty much always someone on
Other information: Must be atleast level 15 to join. Must pass a 7 day trial period (play nice or leave). Must not be idle for more than three weeks (21 days). We run a tight ship, but that's how we like it.