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Posts
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~ Fix the End cost of Storm Kick. It's still almost 1 end too high and since it's our best DPA attack builds that use it a lot might throw it 12-15 times a minutes. I would love to have somewhere between 10-15 endurance per minute thrown back into my build.
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Not true. Single target attacks are balanced at 5.2 endurance per 1.0 damage scale. Storm Kick is damage scale 1.32. It uses 7.0044 endurance. It should use 6.8640 endurance. So, its 0.14 too high, not 1.0 too high.
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It's worth repeating that Storm Kick has +5% crit on top of typical MA crit chances to balance out its increased End cost. Storm Kick crits at 10% vs Minions and 15% vs Lts and up. Not to say that the power couldn't still be improved - Eagle's Claw actually uses significantly LESS than its 13.6344 projected end cost with its cost of 11.856, and also gives a guaranteed 3sec Mag 3 stun and a 15% crit chance regardless of target type. So obviously Storm Kick could still stand to be buffed and not be OP compared to the rest of MA, numberswise. As I've said, though, I favor swapping out CAK for a cone - buff Storm Kick too much, and nobody will ever take Thunder Kick again. -
"MA Sucks" threads crop up about once a week on this forum, heh. To sum up:
1. MA could really use a cone, preferably by replacing Crippling Axe Kick - even with the recent animation changes, most folks (and I use most folks loosely) don't think the animation meshes well with the rest of MA. While CAK's -Fly and immob are nice, Air Superiority does the same job better and is a highly-recommended Pool Power for MA, which has no redraw.
2. All Scrapper Primaries have a specific secondary effect - Katana has -def, fire has +DoT, and DM has -tohit. Well, MA's secondary effect is +Awesome. Those stuns and knockbacks and knockdowns are just gravy. To quote an AR blaster when taunted that Full Auto was subpar: "I'm sorry...BUDDA BUDDA BUDDA....I can't hear you...BUDDA BUDDA BUDDA...over the sound...BUDDA BUDDA BUDDA....of how awesome I am!"
3. As Werner points out, being the worst scrapper primary is like being the weakest nuclear bomb. It's still pretty darn hardcore. -
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Used to be pretty active. It's been quiet ever since the Nin vs. EA wars ended.
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They ended? Who won?
Frostweaver in 3...2...1.... -
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heh... Wernerscore
Arcanatime
Wonder what's next?
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EvilRyuRating. It measures your percentage adherence to an arbitrary set of requirements. -
DA is new and hot on the Tanker forums, so you can find a lot of yap about it over there. Here's the scrapper perspective on /DA:
1. It's good. You get the most powerful heal in the game, and if you use your tools correctly, minions are no threat to you ever, period. That means a lot versus, say, Sappers. It's also got some good psionic resistance and a damage aura, which are useful.
2. It pairs best, both thematically and mechanically, with Dark Melee. Dark Armor is a severely end-hungry secondary, and Dark Melee has a power that lets you refill your endurance bar completely; Dark Armor has a low-mag fear aura, and Dark Melee has a high-mag (stackable) single-target fear; Dark Armor has good resistance, and Dark Melee has powers that reduce your foe's to-hit, effectively giving you Defense; Dark Armor is good at holding a ton of helpless foes near you without killing them, and Dark Melee has the best damage-boosting power in the game if you have a ton of guys around you. They go together better than peanut butter and jelly.
3. Dark Armor is very much an active secondary - you have a big box of tools, and you have to use the right one at the right time, all the time, or you're screwed. It's similar to Regen in that it's a high-performing secondary if used properly and a low-performing secondary if used poorly.
4. Dark Armor is not a set about killing a bunch of guys really fast. That's /Fire and /Shield. /DA is about slapping status effects in a huge field around you and making the cowering, stumbling-around dudes surrounding you fuel your multi-target self-buff powers. Since most scrappers tend to prefer dead enemies to debuffed/controlled enemies, /DA tends to get passed over by most experienced scrappers - after all, a control-oriented secondary is usually better utilized on a control-oriented archetype. Say, tankers. A tanker that keeps an entire room full of enemies mezzed while healing himself for his entire lifebar every 30 seconds is some kind of unkillable god.
Hope this explains what you wanted to know. -
I have heard of some masterminds using the Thugs primary and full secondary + all leadership powers to be a very effective buffing character with weak blasty powers. I tried it, and it was VERY weak without a team. Nevertheless, some of my SG mates have reported good results with this combo.