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Posts
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Joined
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I don't think giving is a self heal really addresses the issues with Energy Aura (brute). Even now it offered better damage mitigation than Electric Armor (bar a few more holes), yet Electric Armor is a popular brute set, and Energy Aura isn't.
My feeling is it's not that it isn't good enough. The problems are:
1)lack of taunt aura make building fury harder.
2) It's dull.
My suggestion is simple. Change Damping Field into a cheep to run toggle, which gives 1.5% S/L resistance per mob within 8' (up to 10). This would be a buff when fighting 6-10 mobs, a nerf when fighting 1-4, but most importantly would serve as a taunt aura. It would also be a little more interesting than an S/L resistance passive. -
The first 2 powers in all blaster sets have the same activation times in order that Defiance is balanced.
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I have a concept for a Fire/Shield scrapper, but I am going to take mostly fire sword powers. The shield bash will hopefully fill the hole in the attack chaoin.
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Funny I can't play villains. But love heroes. I love Blasters.
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Yeah, I much prefer the hero ATs too. The only villain ATs I really like are SoA.
Controllers are probably the most complex, and therefore most interesting hero AT to play. Any AT can solo, for controllers and defenders, the debuff sets will make it much easier. Illusion is a good set for soloing on a controller Ice Blast is a good set for soloing on a blaster or defender. -
Transfered directly too. As far as the mobs are concered, it was the sentinal's owner that did the damage.
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Any aggro the Sentinal generates is transfered to the pet owner.
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He clearly knows nothing about VEATs if he thinks a crab spider can beat anything in PvP.
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Apart from the not falling down when things hit you bit you mean?
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You really don't know how to play a PB do you?
Currently, they are virtually unkillable in PvP. Yes, they have difficulty killing non-squishy foes, but the changes will make them better. They still won't be the best PvPers on the block, but then you said you din't like games with balanced PvP anyway.
As for PvE, if you are stuck in dwarf form, you obviously havn't noticed your inspiration tray or Light Form. You clearly haven't discovered the Photon Seeker/Dawn Strike alpha combo. Dead CoT can't mezz you. You haven't considered using Pulsar to mezz the mobs before they mezz you. You haven't twiged that it doesn't matter if you are defeated, because you can instantly rez yourself.
And with the new changes, you will have even less excuse for being a chicken and staying in dwarf form in case you get mezzed, since you can wait until you are mezzed, then turn it on. -
You missed the bit about the damage biuff then I gather...
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Who needs mez prot when u can kill anything in 5-10 seconds.
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Can't kill a PB in dwarf form.
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who needs mez prot when your opponent cant hit you? RAD or Dark for example.
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No one informed you about the to hit buff in nova form then?
Not to mention things called inspirations?
It's not keldians that suck in PvP. It might be the person playing them... -
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Regardless of pvp changes khelds will STILL NOT HAVE MEZ PROTECTION.
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AND ALL ATS WITH NO MEZ PROTECTION JUST SUCK IN PVP. LOOK AT BLASTERS AND CORRUPTORS FOR EXAMPLE. -
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Crab spider will still pwn a pb.
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Never seen such crud.
Keldians have better single target damage now than a crab spider. The will mop the floor with them after these changes come in. -
Even when they orgnise a special PvP event 90% of the player base aren't interested.
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The reasoning for this is that whilst it DOES generate a lot of "new" influence (primarily from selling level 50 common IO recipes these days rather than from kill rewards)
+ Same-map-grinding increases the supply of all types of salvage, normal "kill" drop pool recipes, wings/costume bits and Purple recipes.
+ Repeated-newspaper/radio grinding does the same as above at a slightly lower rate, but also increases the supply of the end-of-map pool drops.
+ TF-Grinding increases the supply of multiple-levels of salvage and Pool A drops (albeit at a fairly low rate if you're not doing "kill-alls") and the supply of end-of-TF pool drops.
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I thought your maths was better than this.
You get an inf bonus based on the number of people in the team. You do not get an equivelent bonus for drops. Thus, the greater the number of people in the team, the greater the inf/recipe and inf/savage ratio becomes. So, unless people have started farming solo, inf will be generated faster than drops, leading to inflation. -
Yeah, the change to dwarf form moves it unto unskippable territory for any build now.
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If you are already at 50 you will be encountering KoA. And when Frosty was my only high level character I used to wonder why people made such a fuss about them-the effect was barely noticable with Ice tanker level -speed resistance.
Then there are the the Earth thorn casters...
And -speed is much more common (and dangerous) in PvP. -
One effect of the inherent change is that now nova form is now always better than human for damage (with the possible exception of hitting damage cap) and dwarf is always better for resistance, whereas with the right team it used to be possible to have better damage or resistance in human form.
As such, I intend to respec my PB from Human/Dwarf to Nova/Dwarf. I was also depending on melee attacks for damge output, and these get the smallest buff. -
Tank-mages are fine, so long as the don't tank as well as tankers or mage as well as blasters.
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It makes Energy Drain pretty good, but you still suck prior to level 28, and brutes are still stuck with no taunt aura and a stupid stealth power, and stalkers are still stuck with Repulsion, possibly the most iritating power in the game.
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Invince, as it is now, give a maximum of def of 1.5*14=21% unslotted. Because of ED, slotting caps at about 57%. So slotted invince caps at 33%. After this change, Invince will cap at 14%/22%.
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The increase in passive resistance does seem to have been balanced by the Invincibility nerf, wich works out as a reduction in maximum defense by 7% unslotted/ 11% slotted, wich is rather more than the +5% from Unyealding.
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The human form buff is +13% melee/+29% ranged. Dwarf form gets +18%.
I couldn't find anything for the base damage scale for nova form, but it does get +45% damage buff from the form power. This isn't good actually, since it makes it more likely nova will hit damage caps now it benefits from the inherent. -
Yeah, 'tis very useful, especially since you can change directly from nova to dwarf.
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If anything on timed missions I'd like to see the amount of time you have to complete them lowered, maybe as muched as half.
For most of them anyway there seems to be far too much time.
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Except that ridiculous one where you've only got 5 minutes or something, its a Praetorian robots one I think.
I've actually successfully completed that in the past though (through the team ghosting it)
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It's 10 minutes, and it is that way because you are meant to fail.
Even if you succeed (which isn't to hard if you ghost it), you still fail as far as the story is concerned.