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Posts
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Joined
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Quote:Supremacy is a given. It's not either/or. It has no place for comparison. 10% more is still 10% more with the 25%.
Except that you are burning endurance and a power pick for one, and not for the other. Assault is generally only good if you have NOTHING better to take. -
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How useful Leadership is comes down to what are you getting it for. Overall the weakest one for MMs would be assault. (supremacy is already +25%, assault is +10%)
Maneuvers can be excellent depending on whether or not you are building for defense (either personal or pet), it is very nice when stacked with the +def pet aura IOs and/or other defense powers (/FF /trap, /dark)
Tactics is useful if you dont have -def or any other form of +tohit for your pets, your tier 1 pets get hit hard by the purple patch by being -2 to you, so if you are fighting higher lvl enemies, their accuracy takes a plunge. -
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I second this observation, now held mobs just stand around instead of the "stuck inside a solid object" stance they normally do >.>.
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Don't forget that FS has a sizable -tohit debuff along with the fear.
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And then they complain about fighting Vanguard, saying that they are too strong.
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Was going to try out the betas, but GG reared it ugly head, so no i will not be playing Aion
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Quote:Besides prot bots can be better slotted to avoid having to use the heal as much (namely slotting for defense)Something else to consider in the protector bot healing AI is that the protobots will heal for which portion they are slotted up for heal with. If they are slotted to heal 100% of a battle drone's health, they will wait until the first tier bot is nearly dead before they will heal. If they are lightly slotted say 60% heal of an attack bot, they will tend to heal on a quicker schedule. I find the latter situation preferable as with too much heal slotting, your minions are more likely to die in heavy fighting due to the protector bot's priorities.
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Hopefully the patch note for when this goes to live will be extra-clear on this for people like me who were all head-scratchy.
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Hey, it took a while for me to get my head around it, too.My first thought was, "Of course this doesn't effect foes, they have totally different powers." But of course some of those powers summon different pets, and some of them summon the same pets. So I did need more information before I could be sure.
Fortunately, Castle responded to a PM, and Arcanaville happened to come up with a list of all effected powers. Plus, we know it is per individual power, so it CAN be "pick and choose", at least where player powers vs critter powers are concerned.
Who knows, maybe individual pets will get the exemption because they are shared by foes. Although that might be counterintuitive.
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Its doubtful they will let some pets off because they are part of the enemy mob, some of those pets are part of the reason for this change.
And while i dont agree with this change, at least they are finally forthright with why it happened, and now i know to concentrate on my none-pet based chars now -
I am looking for pictures of the MM patron powers, mostly the immobilze and holds. Most notable Mu mastery, since i have never seen it in action before. >.>
Thanks in advance