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Posts
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Joined
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Me and Arch won't be there, due to RL obligations.
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White Russians
Captain Napalm
Arch Ned
@Mesmer
@Archy -
Can you update:
Captain Napalm --> Fire/Energy/Force Blaster
Can you add:
Mesmer --> Mind/ForceField/Primal Controller
Grasshopper Boy --> Martial Arts/Super Reflexes/Weapons Scrapper
Centurion Alpha --> Gravity/Radiation/Primal Controller
XPizzle --> Fire/Kinetics/Fire Controller
Mesmer Prime --> Force Field/Psi/Psi Defender -
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Just wondering if energy transfer makes aid self pretty much required. I'm planning out an inv/em and the taking damage to use it thing without a reliable heal scares me. Dull pain cycles slooooow and I have a tendency to use HP boosters to boost my max HP rather than heal myself.
So. Yeah. Necesary, or not really? I can fit aid self in pretty comfortably although it would require skipping Conserve Power. But then I'm hoping with an end reducer in all my attacks (and two in total focus) as well as all my toggles and stamina, I should be fine endurance wise.
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Aid self is not needed on any tank. Just pop a Heal Insp when you feel you need some extra health and dull pain isn't up.
Also, the actual amount of health drained by ET isn't that big.
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aid self is going on my ice/em tank
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that's to compensate for you sucking. Normally speaking, it's not needed
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A somewhat pointless thread which can be summed up here
"wahh wahh wahh EMs overpowered"
"cry cry cry no its not"
why dont we start threads about regens now, AS damage, repel powers, rad and a million other things already discussed to death. Whats next? Whining about taser as its a fast firing 100% stun, web grenade as it shuts down 2 travel powers? 3 if you dont have mez protections and/or combat jumping.
The upshot is EMs one of the few blaster powers that is balanced, high damage, long recharge, useful 2ndary effect, long animation. When looked into in context (and not in a uber buffed environment with support classes) its all it should be, high burst damage to reduce incoming damage. Its been acknowledged by the devs that the rest of the blaster 2ndaries need work and that was well over a year ago.
I dont beleive there is anything in this game now that is remotely close to being overpowered as A beats B, B beats C, C beats A truely exists now. Its just that a whole heap of 2ndaries need buffing significantly.
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Pretty much summed it up right there.
EM is what other secondaries should strive to be, not the other way around. -
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Just wondering if energy transfer makes aid self pretty much required. I'm planning out an inv/em and the taking damage to use it thing without a reliable heal scares me. Dull pain cycles slooooow and I have a tendency to use HP boosters to boost my max HP rather than heal myself.
So. Yeah. Necesary, or not really? I can fit aid self in pretty comfortably although it would require skipping Conserve Power. But then I'm hoping with an end reducer in all my attacks (and two in total focus) as well as all my toggles and stamina, I should be fine endurance wise.
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Aid self is not needed on any tank. Just pop a Heal Insp when you feel you need some extra health and dull pain isn't up.
Also, the actual amount of health drained by ET isn't that big. -
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OK, cool. We actually don't know where Mesmer and Xanthus are at the moment. o.0
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I was busy. Back now. -
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it was cryo kid who was afk dead under hami for the union raid wasn't it. lazy leecher
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Cryo Kid = Mes
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Yup
I was at work though, I wish I had the time to be lazy. -
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Guide is easy enough to understand, but im sure it'll still be chaos at first
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Hey, we're not Defiant... (points to the chaos that was the mito phase on the 12th)
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hehe, you're talking about the raid where the actual raid leader didn't show up, because he was still in hospital. I'd say we did fairly well considering there actually was no organization at all for that raid.
Actual organized raids on Defiant are much smoother though.
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How do you know Mes? The last raid u were afk under hami since 3pm..
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Not on Defiant. Those bastards on Teamspeak actually make me do stuff then.
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Guide is easy enough to understand, but im sure it'll still be chaos at first
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Hey, we're not Defiant... (points to the chaos that was the mito phase on the 12th)
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hehe, you're talking about the raid where the actual raid leader didn't show up, because he was still in hospital. I'd say we did fairly well considering there actually was no organization at all for that raid.
Actual organized raids on Defiant are much smoother though. -
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(Scarface reference for those who don't get it)
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I get it mang!! -
I'd like to exchange a Centriole (dam/range) for Membranes(+tohit/+Def/recharge), Enzymes(-tohit/-def/end reduc) or Microfilaments (Travel/End). Please send a PM as I'm not much ingame lately.
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I'll see if retribution is up to the challenge on the test server if your intersted ? Pentad match ?
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We can always do Test server. I think the point of the post was to get something going on Defiant. Would be nice, not to have to go to the test server for once.
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I will solo your pathetic SG all on my own and show the...... oh wait.
yeah, more fights please. -
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seriously though, game was good up until issue 4, then went down the hill......
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well at least you enjoyed it those first three months. -
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So they knew about it and pushed the patch through anyway? Ridiculous.
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Timeline:
Patch goes live on US
People complain about buggy taunt
Guys in EU left with decision - hold back patch (and all the content that came with it) until fix available or release buggy patch and have people complain about Tank bug
They couldn't really win either way, but I think they made the better choice.
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I was under the impression that people knew about the problem before the patch went live in the US. -
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That explains a lot, cheers for the info. Any ETA on the fix? Also, this almost completely breaks Tanks IMO. How they hell did someone not catch this before the patch went live?
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It was known about before the patch went live over here, there were several threads on the US forums about it. Personally, I've stopped teaming with my tanks until this gets fixed. Hopefully Castle will get a fix in soon.
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So they knew about it and pushed the patch through anyway? Ridiculous. -
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Its really not as good as the rest imo just cos autohit taunt isnt there. Secondaries can compensate however you have it. It misses and the taunt duration isnt that great, if a foe is out of aura ya may as well say its untaunted. I got 2 acc 1 end 3 dam atm and secondary taunt thats 2 recharge 2 taunt to help.
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I'll be playing this more as a Scranker, so I'll be relying more on damage and I just can't seem to fit Taunt in before lv 44( I know.... I suck). So I was hoping Blazing Aura, together with Gauntlet and a healthy dose of Whirling Hands would be enough. I'll try slotting it 2 acc, 3 dam, 1 end. Probably take out 1 acc and put in another end, when I get Focused Accuracy.
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Is the taunt factor on Blazing Aura really that [censored], or is just bugged at the moment?
[/ QUOTE ]Gauntlet and auras only work on minions since last patch, it be bugged. Also, I'd propably throw in a second ACC, you'll want BA to hit as much as possible.
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That explains a lot, cheers for the info. Any ETA on the fix? Also, this almost completely breaks Tanks IMO. How they hell did someone not catch this before the patch went live? -
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In fact, no AT can do that on his own vs. a proper stalker in the zones.
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Regen Scrappers can
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Regen scrappers can stack 4 holds??
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Chilling embrace does not allow you to see a stalker, it's one of the armours which has +percep
Stealthed stalkers with grant invis won't be seen from a distance no matter how many yellows/+percep powrs u use. You can only see them in melee distance when at perception cap.
Group invis does NOT stack with other powers from the concealment pool. Only stalkers can have stacked invis powers.
Pets perception is worse than the player, at least that is for sure on a troller, can't speak about MMs.
I don't really agree with the tactic of 'survive the AS strike and stack 4 holds before he escapes', and it's not something that 'most ATs' can do anyway. In fact, no AT can do that on his own vs. a proper stalker in the zones.
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I said group invis stacks with super invis and if you are grant invised it does stack with that also
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No it doesn't. The defense these powers give will stack, but the -perception does not. One application of each should put you at the stealth cap for most AT's anyway, so there is no point. -
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They all work if you've slotted them properly. Apart from Repulsion Field. That sucks.
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Well i can tell you from my own chars Quills 4 acc 1 end red and 1 damage in it; Death Shroud 3 acc 2 damage 1 end red; Repulsions field 3 end reduc but the power is a joke anyway..... None of them work i have stalkers dancing next to me when i have quills and death shroud on.....
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Don't depend on them too much to work. The tick rate of these powers are low enough for a stalker to get an AS off between the ticks. The basic rule is, don't stand still long enough for them to AS you and never depend too much on a single tactic to defeat your opponent.
Also, only damage powers will interrupt AS and drop a Stalker out of Hide, so seeing that Repulsion Field does not do any damage it's useless as a Stalker defense. -
I'd get either Blazing Aura or Taunt, preferably both, if you plan on doing any teaming. You will need some way to grab aggro, if you plan on Tanking.
quick question to Shannon... I'm trying to figure out how to slot Blazing Aura on my Fire tank, as it seemed utter [censored] at grabbing/keeping aggro when I played my Fire Tank. What would you say is the best slotting for it? I was planning on 1 acc, 3 dam, 2 end reducs, but after playing it for a bit I might consider changing those damages to Taunt durations. Is the taunt factor on Blazing Aura really that [censored], or is just bugged at the moment? -
If only they introduced a system like Battlegrounds. Much more fun
maybe in I15 or so -
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Yeah, BF's do protect against knockback. That's why you can break out of Telekenisis (which is purely knockback) with them, but it's at a mighty cost of 4 BF's.
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*slams head against wall repeatedly*
Repel and Knockback are not the same!!! That's it, I'm putting this in the sig! -
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And this here, kids, is one of the reasons why the toggledrop nerf should have never happened.
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Toggledrop nerf was right to happen. I just wasnt expecting so across-the-board nullification of the whole concept.
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Hehe, you've heard of the devs right? They don't do subtle changes.