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Oh, and I like how you say the guy who did 13,000 hit test was 'smoking' something. Classy as usual there Mieux.
[/ QUOTE ] I was not referring to the guy that did the tests.
I have RI..three slotted with -acc SO's and two -Def SO's....I've never gotten the impression that I was flooring +3's. I've fought +2's and +3's and I was taking a beating with RI on them. -
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TopDoc's testing showed Radiation Infection to be 31.2% tohit debuff without enhancements
[/ QUOTE ] At that base value, 3-slotted, RI should probably allow you to floor +3's or close to it. It should be noted, that the debuff will appear lower from testing than it actually is due to the streakbreaker. So if he's done 13K tests, the coded value may be as high as 35%. That's puts the debuff around 70% three slotted. You're going to tell me that three slotted RI is a 70% debuff?
You really think the devs are going to let it be 30-35% at level 1? Since Castle already stated that DN was 37%...that makes RI twice as good as DN in terms of -Acc.
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stacking res helps, but I do not believe it makes up for the actual lack of damage relative to a damage dealer in this case
[/ QUOTE ] Right...but you implied that "any" other combo. My point wasn't that your specific statement was false, but that its implication was over-stated.
If your point was that the Archery half of TA/A is not up to par, then I won't agree or disagree with that since I haven't really focused or studied Archery as a damage dealer.
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Its hard to say with dark; I believe it would have gone faster, but I'll concede that one might more properly be called a draw
[/ QUOTE ] Perhaps. Mobile PP's could avoid DA and it doesn't last as long as TP. I'd have to see if TP kept them from flying out of it and see how effectively I could keep them in the Glue or Knockdown from Oil.
But Acid Arrow's -def slotted up should be a real bonus if the PP's in question are bosses. -
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Glue debuffing their recharge and Oil Slick knocking them down also make the damage come at a slower rate, even at +5-6.
[/ QUOTE ] Glue barely slows down a +5. Arcana suggests that the total -recharge is only 30% of base value against a +5. Though Oil knockdown did seem just as effective...in any event, if you felt it was "quite useful" you're entitled to that opinion.
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But every single time FA is on all of them the -acc is doing almost NOTHING to help stop damage come in
[/ QUOTE ] You keep saying that, and it's wrong every time. Whether you "notice" how much helps is a question of your own observation skills.
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I've had it 5 slotted for -acc pre-ED and not floored even level mobs accuracy.
[/ QUOTE ] Pre-ED that would only be about a 30% debuff if the base is 11.25%. So no..it would not floor +0 mobs six slotted with -acc. I'm curious why you think flooring +0 mobs is a requirement for the power to have significant effect.
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As I said before, PGA is one of the few powers that any of us have a problem with
[/ QUOTE ] My point is to talk about TA's overall debuffing compared to the Rad/ in that situation, not to necessarily prove PGA is better or worse than EF
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RI can FLOOR even level minion accuracy post-ED.
[/ QUOTE ] RI would have to have 40+% -acc with three slots to floor even level mobs. Sorry...no way I believe RI is this high. RI seems very effective, but I'm not believing your assertion unless a red name states it...twice.
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To have Smoke be identical in every way but a to-hit check is just dumb to me
[/ QUOTE ] IF it were identical to Smoke, then I'd agree that seems odd. Defenders have a higher AT modifier. And as an aside, only the defender version is unresistable in PvP...though this discussion is about PvE.
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if your Rad/* defender doesn't know well enough to drop their toggles...
[/ QUOTE ] now you're being obtuse. Dropping toggles and reapplying them takes time. It also requires you do nothing but watch your anchors when you have a En blaster and /storm controller. It's of questionable value depending on the number and type of mobs left. PGA blocks the graphics of the anchor point and it was not possible to see who the anchor was without analyzing the distribution.
The fact is, anchor debuffing has its own set of substantive drawbacks.
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I really think you are fooling yourself with the effectiveness of FA.
[/ QUOTE ] And I think you're in denial about how FA helps. Perhaps the biggest diff in playing my Rad versus my TA is my ability to mitigate the alpha. FA does it. RI cannot unless I'm willing to expose myself to the alpha...AND....I'm willing to risk splintering the spawn and thus reduce the mobs affectd by my anchors.
FA allowed me to debuff the spawn so that the Katana/DA on the team could pinch hit for the tank when he was late to the party. Without FA...the alpha kills her before she can get DR off to save her butt. FA doesn't have to floor mobs to have significant impact on the teams survivability.
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My personal fav is to team with a fire tank. Makes my job easy.
[/ QUOTE ] That's who the lvl 34 tanks was. Much to my disappointment, he failed to light OS 1/3 of the time I used. I've also noticed that when teamed with an Earth Controller, I had a terrible time of getting a fire blaster to light OS.
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but don't knock us for trying to make it better. Especially with your incredibly lame accusations of our lack of skill with the set.
[/ QUOTE ] I haven't knocked anyone for trying to make it better. Don't falsley accuse me. What I have done is defended my assertions that TA is a great set if you have skill. When peopl like Goofy come an and attack me with completely bogus comparisions and faulty logic, when they constantly complain about the set and make assertions that I know aren't true, damn right I'm going to think they don't know how to play it, or they lack the requisite knowledge to make it effective. -
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Sure it would. My Stormy could perma-KB them so they never get the opportunity to use MoG/Unstoppable/Elude.
[/ QUOTE ] I've yet to see a Storm pull that off. I have seen knockdown keep them from crisis-mode long enough for team to punk them. What I do see is squishies getting knocked back by ET and their blasts....make something like Hurricane harder to apply conintuously. PP's are also frequently enountered on platforms where they fly off and a Storm couldn't get to them.
If you say you've done it, I'm inclined to believe you, but I'm skeptical to the average success rate of this. -
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I wouldn't let it go to your head:
[/ QUOTE ] It's not an ego thing...it's a counter-anecdote to all these claims about people getting kicked from teams because they are Trick Arrow.
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days all it takes for me to get this sort of attention is shoot at the right thing at the right time and not wipe the team
[/ QUOTE ] Considering all the players that cause team wipes are invariably in an SG...I'd have to disagree.
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now the expected average skill level is "I'll pull (with fireball)."
[/ QUOTE ] True...I see a lot of stupid, stupid, things. Like the lvl 27 Controller who, after I made the entire team wait for the afk Inv tank to start the aggro, after I told them we were waiting for him to take the alpha, insisted on pulling the trigger as the tank was running in. Guess what happened....two tree stumps later, that controller was eating cave moss. And that was the team with the Rad/.
Or the lvl 31 scrapper that was on that lvl 34 tanker team (forget to mentiont that, that and the emp was a controller) who wasn't SK'd, and insisted on following the 34 tanker around as he herded. She must have died four times in that mission. I looked at her DM/Regen build...no Recon...No DP...no IH. At least she had Integration...can't tell you how many 20's toons I see without status protection. I'm all for build diversity, but know your limits.
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I've ever played would have made the fight go faster - even my main, an en/en blaster
[/ QUOTE ] I'll have to disagree with that. Acid Arrow slotted with debuffs on top of DA, is pretty good stacking -res. No to mention reducing the defense on both PP's if they stay together. I also use Entangle to bring the boss out of the air and make them put a foot in the Glue or the Oil. I don't think Dark or Storm would make the fight go faster...safer...yes...faster...no. -
As a follow up to this....
I took my lvl 29 up against some lvl 35's and 36's. Got teamed with a lvl 34 fire/fire tank on Invinc....they didn't have a Sk for me. The team was a lvl 32 Inv/Mace tank, the lvl 34, and a sk emp to the lvl 32.
Against +5's and +6's...I wasn't hitting very many. One small Insight and I hit like 90% on one spawn...but that's anecdotal.
I do see where you felt like your debuffs made a diff against +5's. I felt that way too...but that's just how I felt. No way to know if he really could have survived without a -5 lvl def putting down PGA. I suppose he would have had to use an extra inspiration or two.
Later...we did missions with jus the two tanks and myself. The level 32 tank...did more watching than fighting...but these wer 36's and 37's. I was SK'd to lvl 33 for those. The tank asked me to join his SG after we got done. Said he'd kick someone to make room. I guess TA fighting +3's didn't feel all that bad to him.
I also teamed with a Rad/ on some of my level missions. Everyone was my level or lower doing my Invinc missions (once I take a Sk'd blaster through a mission where they survive +4's, they insist on doing more...lol). Consistently...PGA and FA hit more mobs than RI and EF. RI has a fairly big radius, but EF seems really small for some reason.
After asking the Ice/Storm controller not to use Gale...and asking the En blaster to use ET against the walll...and not down the hall....the anchors were getting a better spread...and a few times were able to get all the mobs in the spawn. But this was like 1 out 10 they got everyone. Many ..many times...there were mobs completely out of the effect of either RI, EF, or both. Out of 10 mobs...maybe 1 or 2 didn't have FA on them...and this is +2's.
PGA definitely affects more mobs than EF...no quesetion about it. But...after the inital use, I tend not to reuse PGA...unless there are above a certain number of mobs or a purple boss has a lot of hit points left. Once the Rad joined us...there was no point in recasting it. So while I definitely affected more mobs initially, EF generally lasted longer ...even if it only affected one or two of the remaining five mobs.
If my life depended on it...I cant say who did more overall debuffing. There were several times where the anchor got knocked far away from the spawn...debuffing only one mob. I'll have to give the advantage to RI over FA in this mission for straight debuffing because we were fighting Fir Bolg and Tuatha which tended to move slowly. And RI is a better debuff, so it is more effective on those under it. We also had a Ice/Storm with Snowstorm and Ice slick and FR. I also used GA from time to time, so that kept them in a smaller area.
That having been said...there is no way to account for all the several times I used FA to stop an adjacent spawn from aggroing. Typically we'd have two spawns close together and then half a mile to the next two spawns.
Acid arrow on the boss....is a heck of a debuff when combined with DA. When I used Oil Slick...I'm sure I pulled ahead; I was mitigating more damage...and causing far more damage. Unfortuantely, OS did not light consistently. However, it was cool when Whirling Hands from the tanker lit it.
Due to the nature of the mission...and the long distances between spawns....Oil Slick was ready every spawn but when we had three back to back. The reality is that I didn't need it but a few times....and when I did use it...it was more just for show than necessity.
The fact is, most of the missions I do...I don't need to use all the debuffs I have. I find that PGA, FA, and DA, are more than enough help for any well lead team fighting +2's. Even though I find OS is generally available every spawn or nearly every spawn when teams move without any pausing, it's just not needed. Same with Glue Arrow. When the +3's come out..or there is a Boss...OS comes out and it is extremely effective. With Acid Arrow...the bosses don't last very long...and this is with blasters/scrappers that are fighting +3's bosses.
I've done invinc missions now since level 25, with and without every trio and quartet the game can offer. Not once have I found TA lacking. And this is with a 1/3 of my SO's either stale or defunct since 28.
Do players get defeated? Yup, especially when they play stupid. But the majority of these defeats happen with another defender on the team. So when I hear people say TA isn't as good as other defenders...well, I'm standing next to one of those "other" defenderse and they are as powerless as I am when people get cocky or unlucky.
As an aside, I've noticed that that when people play with my TA...they generally play within themselves. As soon as we add anyone with heals...people start getting sloppy and we have more defeats. Mainly you get people taking alphas without warning the team or others have had a chance to set up. -
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I'd be happy with a long recharge, and a larger (20%?) debuff
[/ QUOTE ] I believe that three slottd, the debuff may be as high as 20%. You also need to go back and look at my "AND" clause. While FA on it's own isn't "awesome" agianst +3's, it stacks with other debuffs (which is a reference to debuffs and +def of others on your team, since you still didn't grok). -
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There were two lvl 50's, two in their 30's being sk'd to them, a lvl 49 and a lvl 43 sk'd to me at 47-48(leveled last night), another 2 48-49 or so. It wasn't a team of lvl 50's and me being powerleveled.
[/ QUOTE ] If I can lead team of pre-30's on Invinc missions facing +3's and +4's without defeats....lvl 50's, with prolly twice as many slots (to say nothing of Hami-O's) and 1/3 more powers, aren't even going to be phased by +2's.
The fact that I can have players drop from my Invinc missons and we still get through them fine means that your presence is not determinitive of the success.
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With FA, fighting anything over even level is nearly worthless as a -perception as well as -acc because it takes MULTIPLE applications to get the entire group.
[/ QUOTE ] When I've faced +4's...with 1 stale acc and two players running Tactics...I hit about 70-90% against them. YMMV.
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I said Flash Arrow was worthless, not Trick Arrow.
[/ QUOTE ] lol...obviously I meant FA, not TA. PGA, DA, and GA do not require to-hit checks.
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Yeah, 'quite useful'.
[/ QUOTE ] You do now that the value of the debuff is reduced as mobs go up on level right? So DA is not giving you 20% -res like it is agianst even level mobs. I'm not sure what it gets reduced to against +5's...but if you find it "quite useful" then I guess you need to step back and afford me the same courtesy if I think FA is "quite useful."
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Nice try at a character attack though.
[/ QUOTE ] Lol...this is rich. "Chararcter attack" hunh? I merely asked if you were power-leveling and now you call it a charcter attack? I guess that means you're the one attacking the character of people who power level.
And btw...i've never written one bad word on people who power-level.
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Again, see above, I didn't say they were relying heavily on my debuffs anywhere
[/ QUOTE ] I know..it's called sarcasm. I am implying that your buffs aren't really amounting to a hill of beans against +5's. But hey, if you think they are doing something....that's all that matters.
I'm not sure what you want from me, B_M. I'm just here to say TA is a great set if you have some skill / knowledge. -
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Nice...but again, personal attacks are still not answering how FA is so awesome.
[/ QUOTE ] First off, I said it was "great" I didn't say it was "awesome."
Second, the answer is fairly obvious. -
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Hmm.. I did just fine against the +5's.
[/ QUOTE ] lol...yeah...with a team of lvl 50's fighting +2's...I should think so.
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FA was completely useless because of it's to-hit check. Smoke from teh controller line is auto-hit.
[/ QUOTE ] This is a different issue. Two different AT's. The fact that the powers share the same base value means that the powers share the same base value. One power is called "Flash Arrow," the other is not. You'll need to put forth an argument why the mechanics of one is relevant to the other.
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I'd be willing to bet that many of the people on this board don't think what I was doing was out of the ordinary at all.
[/ QUOTE ] You are entirely missing the point. Whether it is ordinary or not, none of the powers in the game are designed around your ability to fight +5's. Complaining that TA is worthless because you can't hit +5's is evidence of your being out of touch with this game's fundamental assumptions .
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All of the other powers, when they were up, were quite useful.
[/ QUOTE ] "quite useful?" Really? Can you tell me the % of -dmg PGA was doing against +5's? Or how about DA's -res. I'd love to see the values against +5's.
Why weren't you sidekicked? Power-leveling?
EDIT:
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I routinely team with my SG mates running lvl 50 missions on Invincible.
[/ QUOTE ] Ah...If you're 47, at some point you should also be facing +6's. Yeah...I'm sure they rely on your debuffs heavily. -
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...you're reallly going to have to answer this question since it's a giant gaping hole in your "FA is a great power" theory
[/ QUOTE ] There's a gaping hole alright...but it's not in my theory. -
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Anyone finding a problem in this analysis?
It's the ONLY one you get, but it stacks with others of its type?
[/ QUOTE ] <shaking my head> You know what Blue...don't even worry about. -
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because I'm lvl 47***On a team with lvl 50's fighting lvl 52's I missed..
[/ QUOTE ] What kind of idiot are you? The fact that you can't +5's is somehow proof of something? The fact that you expect it to be of some major value against +5's shows you are quite out to lunch on this whole discussion. I'd love to see how long you last with RI against +5's.
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You sound like you don't know what you are talking about it every time you bring it up.
[/ QUOTE ] And you sound like someone who needs to cash in their reality check. It's past due.
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Are you only ever fighting with people of your level or do you join pick up groups and whatever comes your way?
[/ QUOTE ] Perhaps you might want to read some of my above posts and answer that question for yourself. -
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but past that, the debuff is nearly worthless on invincible.
[/ QUOTE ] It isnt' worthless. What's more is that it's the ONLY -ac debuff you have....AND...it stacks with other +DEF and -Acc debuffs. If the devs change the way +DEF works, it will dramatically improve in worth against +X mobs. -
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The opposite extreme case is the case where the villains are intially scattered,
[/ QUOTE ] Yes...but the spawning AI seems to consistently place the mobs within range of FA, PGA, Oil Slick, etc, with exception of that one mob who roams.
I've noticed that Oil Slick causes knockdown out past the fringes of the graphic. I've seen FA hit mobs who I thought were waaay outside the range get hit. I believe it's precisely because TA's powers are not anchor based that they can have a much larger radius.
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This can happen in many spawn configurations, or in missions with ambushes and large patrols.
[/ QUOTE ] Yes...it can. Which is why TA takes some skill. You can't be asleep at the switch. Once the mobs scatter, or if you fail to use FA to keep spawns from aggroing, you can make your life more difficult.
That having been said...I've been doing a few of those missions where you get repeated ambushes. Even when caught by surprise, TA is able to neutralize scramble quite well. Oil Slick here, Glue Arrow at a choke point, PGA on the heavy hitters, liberal use of FA, all have allowed me to mitigate damage in ways I think would have been extremely challenging for a set like Rad. -
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the second debuff after RI is LR
[/ QUOTE ] The majority of Coven fly, if not all of them. LR does not slow flight. Coven bosses seem particularly mobile.
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What I said was that the number of such situations wasn't higher than the number of situations where rad's debuffs wouldn't have worked equally to or superior to TAs debuffs, which means from a situational mechanical perspective, TA is a wash compared to other sets at best. That puts us back to looking at the type and strength of the debuffs, and basic mechanics of them, not the situational mechanics.
[/ QUOTE ] I disagree. I do not think the coverage is a wash. My experience says that I get more consistent buffing of more mobs, on average, from FA and PGA. I definintely think Glue has a larger raidus than LR....and LR needs to hit. By the time you get LR down, mobs can scatter. Until you get LR slotted with Acc...it will miss mobs under the influence of RI.
My TA has continued to do teamed mission on Invinc. I am still surprised at how ubiquitous the debuffing can be.
IME, TA is a wash with the other sets in overall realized debuffing. Some situations, anchors are better. Some are not. On average...the higher value, dual coverage of RI/DN/EF are balanced against TA's superior delivery method. Not on paper..but in game play. -
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You should keep in mind when saying things like "Sorry...CoT are generally not good mobs for anchor debuffing" that I have a tendancy to test things out before making statements like "this will definitely work,"
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You're testing it out as a solo toon. On teams...your teammates are spread out.
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My opinion comes from playing 50 levels of rad, both solo and teamed (especially teamed). My testing was done to confirm that nothing has changed since the time I was leveling rad, not to see what RI does. I already knew what RI does.
[/ QUOTE ]I'm not referring to what RI does...I'm referring to what the CoT Thorn casters do. As I said, I have a handful of toons in the Envoy story arc. I fight CoT just about every time I'm on. The other night...every time I'd approach a Fire Thorn Caster, he would take one swing with Flame Sword and then run way to blast from range. The Earth's do this as well, along with the Air. I have not seen PS exhibit this same time of AI. Perhaps it's been awhile since you've fought the Thorn Casters specifically.
You seem to imply that an anchor debuff causes them to stand firm and not scatter. I'll have look for that next time I fight them. -
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Would you consider it a horrible nerf, if, say, the debuff died whenever the patch did, one patch would override the other, and the recharge was cut in half, Mieux?
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If I understand your suggestion correctly, this amounts to a debuff that is:
1) anchorless - not reliant on any target to sustain it. Not susceptible to getting turned off by mezing the caster or from the death of the caster.
2) permanent - it recharges before it expires and thus can be reapplied so at to permanently affect any target or group of targets.
3) sticky - in that it stays on the target outside the patch
4) more flexible - powers that recharge faster give you more tactical options.
I would not consider this a nerf (whose term I suspect is a red herring on your part) but a considerable buff. -
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Your right, because when the set came out and was on test most of the experienced posters on TA went over how it was balanced and what benefits it had then.
[/ QUOTE ] and yet they changed it...why?
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Thus, we don't need you to tell us what advantages TA has compared to other sets.
[/ QUOTE ] My posts are primarily for people who haven't tried the set. I'm not trying to convince people who's minds are made up despite their erroneous comparisons.
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The only reason I can see why you keep bringing up what it can is that you want it to stay the same.
[/ QUOTE ] I post in response to people who ask how good/bad is TA. Everytime I do that, I get people like you and Goofy telling me there's no way the set can be great. YOU are the one trying to censure me.
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trying to convince those that think the set needs improvements that it doesn't need improvements
[/ QUOTE ] Once again...show me a single post where I say this.
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That doesn't seem very logical though.
[/ QUOTE ] What is logical is identifying where the set is good and where the set is bad. What is logical is attempting to understand why the debuff/recharge/mechanics are set up the way they are in comparison to the other sets. It's not like Geko never heard of Darkest Night or Radiation Infection when he set the value for Flash Arrow.
I'm going say something that you've undoubtedly heard before. I said it to Centrefire and Starshield. If you want to improve a set, you need to understand why the set is set up the way it is. Pretending that RI is always better than FA, in any circumstance, is antithetical to that endeavor. If you can show me that the devs design AND balance these powers in a vacuum, then I'll concede your approach.
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Saying that a set is not beyond improvement is not the same thing as saying that a set needs improvement.
[/ QUOTE ] Didn't someone say Positron already feels like TA is sub-par? Why do you care what I say about the set? Haven't you already won your battle? Why not let someone praise TA in peace? -
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Even in melee they fly all over the place.
[/ QUOTE ] The key is to get the alpha directed at:
1) Someone with more hitpoints than myself.
2) Someone who is centrally located so that any mobs that are slated to enter melee range on aggro, stay centrally located.
Using FA...allows a scrapper or tank to go straight to the center before the aggro starts. As soon as I see them get in there....I fire PGA and Oil Slick and Glue Arrow if needed. Oil Slick seems to cause knockdown on targets that fly just above the Oil Slick. This tactic has been extremely successful in keeping the mobs in a group small enough for both OS and DA to affect them. But if you get trigger happy controllers or blasters who attack from range...this immediately splinters the spawn. -
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and that you love the set exactly the way it is.
[/ QUOTE ] I said if you are skilled, TA is a great set. I never said it was perfect or beyond improvement.
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You say it provides mitigation similar to other sets, we show you that it doesn't.
[/ QUOTE ] You've shown me no such thing. I said from day one that D/D is better than the rest of the sets. I said from day one that Rad/Rad is arguably a better set. You haven't shown me anything.
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Yet, you continue to come in here and attempt to keep any change and progress from happening
[/ QUOTE ] Show me where I do that. Show me a single post.
The fact is, people on here, and I include you specificaly in that group, feel the need to exaggerate their case. There is this attitude that if you don't act like the set is in dire circumstances, it won't get any fixes. To that end, you attack anyone who disagrees with your assertions, no matter how delusional or inaccurate yours may be. You're not interested in understanding how a set might be better balanced than you realized. You can't see it, there fore it doesn't exit. You're saying what it can't do, I'm telling you what it can.
Reality be damned, Flash Arrow does nothing. Reality be damned, RI is always on 100% of the mobs 100% of the time.
Grow up just a little. -
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Unless you three-slot FA with accuracy, you would have been missing those +3 bosses with FA a significant amount of time
[/ QUOTE ] Tonight..I was one of two defenders on team facing 32's. I'm 28. The other defender was Rad without RI and EF, seems he's well known. We faced off against Coven. Group of 10-12 +4's...FA misses 2. I fire it again...it misses 1. This is with a one +3 Acc and Tactics without any to-hit buffs slotted. This is against lvl 32's....+4 to me. And this is my typical experience. I miss one or two out of any given spawn. On +3 boss...I was hitting 70% or so.
You brought up the value of the -acc debuff. I agree that as you face higher level mobs....the disparity becomes more pronounced. This is may be part of why they are going to the 50% BTH for all mobs. This will reduce the diparity between powers like FA and DN against higher level mobs.
Acid Arrow is saaaweeet. Great recharge. I was consistently hitting +3 boss with it. It's kind of cool how the radius is small. Sometimes forces you to choose between one tough target or a group of lesser targets.
As an aside, Coven...very very very bad for anchor debuffing. The bosses and crew fly all over the frikin room when people don't aggro from melee. The mavens drain endo like there is no tomorrow. Had another four courner aggro. Total chaos...RI..wouldn't 'have done much. One Entangle and I could bring the boss down to the floor and slap Glue Arrow on her.
EDIT:
I just remembered...there might have been someone else running Tactics too during that +4 run. -
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Fact I've noticed during game play, when GA's patch expires so does the debuff. When the original target dies, so does the debuff patch. After that the debuff goes very soon as well. NEXT.
[/ QUOTE ] IME....the debuff is independent of the patch. But it last less than a minute once the toon leaves the patch...whether the patch is active or not. Even after the patch is gone, I've heard the debuff bubbly glue sound on mobs and noticed they were still slowed. Whether there is some gitch with the graphics, I don't know. The poitn of the post you responded to is that the patch applies the debuff, not the defender. -
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Shamefaced raises hand
Then again my TA/A doesn't have any acc enhancements slotted eather except for in a couple primary powers.
[/ QUOTE ] When this supposition was posted, I had assumed he meant the value for a team. My point was that no one forgoes acc because they are counting on the debuff from RI. He may have meant just the defender. In that case...no...you don't need Acc enhancements if you slot RI for -DEF....assuming you never attack anything that isn't under the effects of RI....good luck in PvP.