JuliusSeizure

Legend
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  1. JuliusSeizure

    Consume

    [ QUOTE ]
    higher level enemies = less end drained. The last one is the most frustrating part for me.

    [/ QUOTE ]

    I believe that's true for all endurance drains.
  2. I think that as long as your total Magnintude of stacked holds is greater than the targets resistance, a "hold effect" will occur.

    A few points:

    1- Whatever hold has the shortest duration is often the limiting factor- whether it's cast first OR second (or third and so forth). If you are casting two holds to stack Mag on a boss, or a player in PvP, it is often better to lead with the hold that has a higher duration, since the weaker hold will be cast several seconds later.

    2- If you have to stack holds, do it immediately after the first was cast. If you waste several seconds in attacking between holds the first hold's duration will largely be wasted.



    I'm not sure exacylt how this works in PvP regarding toggles and click powers. But it seems that in PvE Bosses and Lts always have their Mag resistance active, and as soon as your mag is dropped below their resistance point the "hold" status effect will end. This might be true for clickies like Practiced Brawler, which I suppose is why they are often preferred in PvP.
  3. Thanks for clearing up the "Mag" rating system for me. Whatever the value is, it's enough for Lt.s but not bosses.

    While I said it is a "let down," I will still take APP/PPP holds whenever I can. They're great skills that are markedly sperated from controller equivalents.
  4. As far as magnitude goes, expect it to be exactly the same as Tanker APPs such as Block of Ice, Stone Prison, etc..

    Those have a hold magnitude that is able to work on LTs but not Bosses, making it Mag2 I believe. Recharge will likely be 30+ seconds, and duration will be around 8-10 seconds.

    Ranged holds are possibly the most nerfed APP crossover skill, and I think that it will be the same for PPPs.

    If I'm wrong about mag and recharge/durtation then GW's hold will indeed be an amazing skill for stalkers. Otherwise, the holds are a bit of a let down.
  5. A buff for EM?

    Did I log into the Praetorian dimension or something?
  6. Irresistable Debuffs... Please?!
  7. My HERO just recieved a Koalin Legacy of the Earth gladiator badge. How the heck did I get it?
  8. [ QUOTE ]
    Well a Scrapper's Resistances cap at 75%. I always thought that was any Resistances, not just ones vs Damage.

    [/ QUOTE ]

    EDIT- I really think that this is an excellent idea! I just am not sure about 100% debuff resistance in PvP. I think the 75% and 90% caps should come into play here.

    You might be right. Wothout testing, defender debuffs might truly be irresistable in the arena (while controller debuffs are not?).

    Besides, who ever fully slots RI for defence debuffs? Most defenders are instantly put down if their RI is not 6 slotted for -acc. (I don't even know if Hammi-Os can double up -acc and -def... so no comment there).

    Was a -30%(?) defence debuff from RI really killing all defence builds? I have a feeling that Accuracy buffs were far more detrimental.

  9. [ QUOTE ]
    What about unresistible defender debuffs in PvP is so difficult to understand?


    [/ QUOTE ]
    Not sure about this, but slows do seem to be resisted by ice and SR in PvP. I am not a PvP nut, and have limited experience. But it sure feels that way the few times I have confronted those with slow and -recharge reistance.
  10. [ QUOTE ]
    if you find you can't handle having your debuffs resistsed, I suggest that you learn to play better. If you don't like two sets in the entire game negating your def debuff, deal with it.

    [/ QUOTE ]
    I agree that this is needed, and a good solution. But for PvP, isn't 100+% debuff resistance from SR a little too high? I feel that 80% for Ice is fair, and maybe 70% for SR befitting the scrappers better damage.

    What defence debuffs function at -100% in PvP? I would love it if my Rad defender was that powerful but would recognize that it was imbalanced. A lone RI debuff could never negate SR and Ice primary. It was overpowered, but not to the extent of accuracy buffs.

    Under the current numbers, a RI can have it's defense-debuff debuffed (say that 5 time fast) by 100% against SR, and 80+% from Ice. This seems silly to me, but I don't really care. Defenders are even more borked in PvP than you poor SR scrappers, so nerf us to he11 and not much changes.

    So much for irresistable debuffs!